They can get different multiple resources and can either construct or repair the buildings, homes and other places. Player can select any nations from a list given in which they can have different units. One of the main feature that a person playing the game should have is that he should have a good knowledge of weapons and how to use them in fighting.
Player should be alert from the start of the game in order to successfully create territory, otherwise if he remains slow in the start he might have difficulty in the game later on. If a border is gradually falling backwards, you know you've got a serious problem that needs to be dealt with. If a border is constant or moving forward you know you're onto a winne. RoN sets itself apart from other RTSs for another reason - the campaign mode.
Bucking the current trend for story-telling, RoN goes down the same route as Total War by having an overview strategic map the entire world in this case which is divided up into territories. Placed into this international theatre of war are 18 nations including Britain, France, Spain, Germany, China, Egypt and Russia, to name but a few. You can choose to battle it out for complete global supremacy as any one of these at the start of the campaign.
Each territory on the map contains prizes such as resources, cash tributes, wonders and supply depots offering extra armies. And the Al-controlled nations are more than aware of the strategic advantages of these features. Some home in on resources, others rush to simply gain as much territory as possible, while others head straight for the supply depots.
Al for all 18 nations is wonderfully varied and well balanced. You can expect the same kind of tactical variation when you get down onto the actual battlefield too. Germans in particular are extremely defensive and take a lot of breaking down. Aztecs meanwhile are overtly aggressive yet leave gaping holes in their lines that can be gleefully exploited by the resourceful aggressor.
The only part of the Al that is even slightly dubious is the occasional tendency for units to struggle finding a way across water. Pathfinding eh? As always we're at its schizophrenic mercy. Decisions are not just governed by what territory to take though. Buying, or indeed capturing, bonus cards is something that proves just as important. These handy little trump cards can be played before a battle and can benefit you in several ways. Some cards allow you to collect battlefield resources faster like food, wood and metal.
Others completely disable an opposing nation's special power for the duration of a battle. If you were fighting the Spanish, for example, you could play a card to eliminate their ability to see the entire map from the start. And propaganda cards are especially welcome, seeing as it's something we've all become so accustomed to recently. In total there are 20 cards available, and it's pretty amazing how often you find yourself relying on them, and not just your traditional RTS, skills to gain the upper hand.
Managing your campaign is reminiscent of those maps of Iraq we keep seeing on television. Arrows indicate where reinforcements can move in from, and you can see at a glance exactly in which territories your armies are positioned. However, unlike the war in Iraq, RoN provides you with a chance to buy territories using an ancient art called 'diplomacy'. It's very effective, it averts bloodshed and we highly recommend it. The amazing variety of strategies on offer makes RoN a truly unique gaming experience.
You can actually find yourself pondering for what seems like hours over your next move. Invade France? Form a treaty with China after all they keep those feisty Japanese at bay?
Push on into Africa and capture the Pyramids? The options are endless, and it adds up to a non-linear RTS experience you can play over and over again. If the world domination campaign doesn't tickle your fancy then panic not. As mentioned earlier, you can participate in one-off battles against up to seven other nations. These skirmish battles have so many configurable settings you could play a hundred games and face a different challenge each time.
You can even adjust the starting age. So if you want to fight in the Information Age with tanks, battleships and nukes as opposed to the swords, carracks and catapults of the Classical Age, you can.
It's up to you whether you want to fight in 1BC, AD, somewhere in between, or battle your way through all seven historical ages in a gruelling war spanning two entire millennia. Further increasing the challenge are six difficulty settings. The easiest allows you to smother your foes like a wrestler pinning down a small kitten.
Most Infantry units operate in squads of three, and when a player builds an infantry unit, three soldiers are produced, rather than just one soldier. Exceptions to this rule are: Scout and Special Forces units, armed civilians, flamethrowers, and machine gunners. Rise of Nations for PC. Unit types, such as Light Infantry, Heavy Infantry, and Ranged Cavalry, can be upgraded as the player advances through the ages.
These upgrades usually represent revolutionary changes in their particular field. For example, theArquebusier of the Gunpowder Age becomes the Musketeer of the Enlightenment Age, representing the great advantage of flintlock muskets over the earlier matchlock muskets and showing increased attack power and reload speed. Also, each nation gets its own set of unique units. In the Thrones and Patriots expansion pack, the Americans can build various Marine units.
Because of the wide variety of units in the game, players have the opportunity to create an army customized to their tastes. Most units have a cost that is roughly equal to that of their peers. Additionally, most units use only two resource types, making the creation of diverse armies easier and almost required. Terraced costs further contribute to the incentive for a diverse army, as each additional unit a player creates of a single type will cost slightly more than the last.
Wonders are important buildings in the game. They are real-life structures ranging from the Colossus and the Pyramids to the Supercollider and Space Program. They provide various benefits such as improving resource gathering or making units cheaper. Building wonders can also allow a player to win the game if 'wonder victory' is chosen as a custom setting of the game, as each wonder is worth a preset amount of «Wonder Points».
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