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Enlightenment Age rise of Nations

Rise of Nations

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The main of Rise of Nations's game play centers around the idea of "territory". The region close to the player's pay outs is recognized as their territory, and gamers may construct structures inside their territory or those of a friend. A nation's edges could be broadened through the creation and growth of metropolitan areas and forts, a technology tree, and acquiring use of certain rare assets. Other technologies and assets cause enemy models to suffer attrition with time, which could eventually destroy an unsupplied invasion pressure.

People in Rise of Nations gather assets, or build or repair broken structures. All the six resource types in Rise of Nations are infinite in supply.

The game's nations could be performed throughout all ages, no matter that nation's fate throughout actual history. Each one of the 18 cultures in Rise of Nations has 4 to eight eight unique models. Some unique models derive from models that individuals nations might have, if they weren't destroyed in tangible-existence. For instance, the Native American nations (the Aztecs, Maya, and Inca) have unique models in the current and knowledge age range which resemble real-world Iberian-South American guerrillas. You will find 4 finish conditions: capture, territorial brilliance, question victory, or score victory.

Game play focuses heavily on developing a balance between offense, defense, and economy. Generalship can also be necessary for farmville like the majority of RTS games including a understanding from the troops and what they're proficient at fighting. For instance pikemen are superior to cannon at killing cavalry. Terrain plays a significant part within this game and understanding the terrain is a vital resource in fight. Generals may also be produced from the fort to assist an military.

Five tactical formations can also be found, including the opportunity to compress or expand the road of fight. Whenever a formation is selected, the chosen models instantly reposition themselves accordingly, typically with faster moving models right in front and reduced moving, vulnerable models within the rear.

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