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Rise of Nations

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Rating: 5 out of 5 stars - Wow
This truly is the best real-time strategy out there. It combines two different aspects of battle games, both ancient eras (such as age of empires) and WW2 era to present as well. The graphics are simple yet still a very high quality (unlike empire earth where you have full 3D, but not good quality), and the game play can be adjusted in almost any way seen fit. There are about 20 different nations, each with 4 or 5 unique troops/ships/planes plus specific advantages to the regular rules of the game (such as extra farms to increase food income, or larger population limit) Although there are no specific campaigns in this game, like there are in the Age of Empires series, there is a conquer the world style mode of play which is very similar to the classic board game Risk in which you play multiple, regular games, to fight for regions of the world. In addition to the conquer the world you have the usual regular game, where you can customize everything from what age you start and can go to, to what kind of map to play on (chosing from arund 20). If you are looking for a game to purchase in the near future, and enjoy real-time combat/empire building types of games, Rise of Nations is definitely a good candidate.



Rating: 2 out of 5 stars - Hype of Nations
I've never considered myself a real-time strategist. Since Westwood's seminal *Dune II*, I've beaten about every major RTS on the American market. Yet game play hasn't evolved enough to sustain my interest.

Same goes for turned-based strategy, though I've been clicking "Next Turn" since the original *Civilization*. These too, have stuck by the formula with insufficient innovations to maintain replay value.

So when PC journalists began to herald an RTS/TBS revolution last year, I took notice. Developer Big Huge Games and game 'zines alike trumpeted a game to bridge the gap between the excitement and mechanics of real-time war games with the scope and sophistication of turned-based empire builders.

Folks, I am still waiting. In the meantime, I received Big Huge Games' *Rise of Nations*; beneath all the hype it's a disappointingly conventional RTS.



From the get-go, it's necessary to sort game from advertisement. Favorable reviewers all around have gushed some variation of the following:

1. *RoN* is a sophisticated RTS.

2. *RoN* is an epic RTS.

3. *RoN* is a hybrid between RTS and TBS game types.

4. *RoN* is a sophisticated, epic hybrid between RTS and TBS types.

While I haven't tested these claims online, my single-player conquests invalidated these claims.

*RoN* rigidly adheres to RTS tradition. Gameplay confines to the B3 principle: Build bases, Build units, Blow up. The developers include a Risk-style "Conquer the World" mode which offers raiding party actions, but otherwise missions are solved by building a base, amassing resources, and then smashing a computer-controlled base with a large, clumsy army. Like most modern RTS games, *RoN* offers rudimentary diplomacy, research, and economic features to upgrade your forces. Likewise, it offers a choice of combatants distinguished mainly by military power and texture skins variations. Finally, *RoN* arrays stereotypical unit types and superfluous gimmicks... like most RTS games, the player will quickly learn that building a bunch of tanks and rushing the enemy base works most of the time.

*RoN* rushes with Blizzard-style play mechanics founded back with the original *Warcraft*. Players use a central building to generate labor units, units who mine a small range of archetypal resources from battlemap hotspots and typically hoof them back to the central building (though *RoN* mercifully permits players to build collection camps on-site). Players then spend these resources by ordering labor units to build factories, laboratories, and fortifications around the central building. Each has its own build queue for military units, and/or unit upgrades as well.

Bases are not sprawling, well-defend affairs as in the Westwood model. Fortifications lack sufficient range and hit points while costing too much to build; discouraging base-camping and encouraging aggressive play. One usually wins by destroying selected enemy buildings. A 200-unit population cap per player constrains their entire infrastructures.

Frankly, I find this game-style dated. That doesn't stop Big Huge Games from trying to adorn their product with trappings of the turned-based empire genre. *RoN* notably introduces a "library" of additional building and unit upgrades. This library also improves caps and modifiers for resources, and improves the next notable introduction, national borders. National borders act strictly as a weapon, by inflicting "attrition" damage on any enemy unit or building caught on the wrong side of a shift. Per *Civilization*, a number of "wonder" buildings unlock special powers and modifications. And the players can advance through levels of technology called "Ages". BHG emulates Stainless Steel Studios in offering peaceful technology or resource races as an endgame option for skirmish and multiplayer modes.

And that's it. Big Huge Games might call its combatants "civilizations", its labor units "citizens", and its bases "cities"; in practice it's still the Blizzard RTS military model. The intricate tech trees of the *Civ* and *MOO* series are here trimmed down to lines of yet more unit upgrades. Borders have no cultural or political purpose-they just act as a force shield. Economy is still a shallow matter of collecting resources and uncovering crates to build powerful armies. Missions are limited mostly to combat, the non-military options being woefully underdeveloped. Yes, *Rise of Nations* is straight RTS, no more sophisticated than *Starcraft* or epic than *Empire Earth*.



With *RoN* put into perspective, I can see its virtues more clearly. It's a fast-paced entry into the "historical" genre, for those who want to upgrade armies from the stone age to modern times in an afternoon. A plethora of civilization-specific units and advantages lends a style choice to whichever side you play. BHG keeps base buildings to a minimum, and players can immediately build all units available for a given age, so long as they have the resources and the factories. Resources are widely available and players have plenty of room on each map to spread their bases and amass armies. BHG also incorporates good unit AI and path-finding. If the player doesn't want to worry about an extended campaign or story-line, *RoN* is all about skirmishes and multiplayer.



Perhaps as much as the hype these traditions fail to please me. I'm tired of the arbitrary 200-unit population caps and mindless B3 routine. Westwood games may be even more dated in their play mechanics, but at least they concentrated each game on a story and well-executed themes, instead of developing a loose collection of skirmish variations beneath a thread-bare claim of being "historical".

BHG could have broke the mold; the idea of a true epic RTS is one of the great unrealized ideas in PC gaming. They played it safe instead-but had the gall to call it something it is not. Make no mistake; dedicated RTS gamers will probably love this game for the same reasons I dislike it. But serious TBS gamers may be disappointed all around. *Rise of Nations* is no real-time *Civilization*; it's as conventional a military RTS as they come. Just don't buy the hype if you buy this game.



Rating: 5 out of 5 stars - this game rocks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
this game totally rocks its the very best game iv'e ever played i don't have it my self but iv'e played it at a somewons howse



Rating: 5 out of 5 stars - YOU MUST HAVE THIS GAME!!!
I really like rts's. So one day i bought Empire Earth. It was pretty good but it has a lot to be desired. So I bought Empires dawn of the Modern World. It was also very good. But when I bought Rise of Nations, it blew both of them, plus age of Mythology, plus every rts that has ever come out, out of the water. If you are reading these reviews and you cant decide whether it is worth buying or not... IT IS.



Rating: 5 out of 5 stars - This is the game that Age of Mythology should have been
I used to be a huge Age of Empires fan. When Age of Mythology came out, I thought "What is this?". Age of Empires was all about historical strategy. All of the mythology elements belongs in another series, not in a series that gained popularity as a historically oriented game. Rise of Nations is the type of game that the sequel to Age of Empires II should have been. More historical simulation with some revolutionary RTS concepts added in. Age of Mythology is just more of the same, in 3D instead of 2D.

This game brings all of the great things about the Age of Empires series, and leaves behind everything that is bad (micro managing, for example). It also throws in a little flavor of Civilization, but not so much as to bother a pure RTS fan like myself.

If you were disappointed by the direction that the Age of Empires series has taken, this game should make you happy. It's much better than any of the other competitors our there (Empire Earth, Empires.. Dawn of whatever, etc.)


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