Free download rise of nations full version pc






















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A nation's borders can be expanded by the creation and expansion of cities and forts, atechnology tree, and obtaining access to certain rare resources. Other technologies and resources cause enemy units within a nation's borders to suffer attrition over time, which can eventually destroy an unsupplied invasion force.

Citizens in Rise of Nations gather resources, or build or repair damaged buildings. All of the six resource types in Rise of Nations are infinite in supply.

Any of the game's nations can be played during any age, regardless of that nation's fate throughout actual history. Each of the 18 civilizations in Rise of Nations has 4 to 8 eight unique units. Some unique units are based on units that those nations would have, if they were not destroyed in real-life.

There are 4 end conditions: capture, territorial superiority, wonder victory, or score victory. Gameplay focuses heavily on creating a balance between offense, defense, and economy. Generalship is also needed in this game like most RTS games; this includes a knowledge of the troops and what they are good at fighting.

For example, pikemen are better than cannon at killing cavalry. Terrain plays a major part in this game and knowing the terrain is an important asset in battle. Generals can also be created from a fort to aid an army.

Five tactical formations are also available, including the ability to compress or expand the line of battle. You might also consider adding a new hard disk, attaching an external storage drive or replacing your video card to add speed to your PC. Spyware and viruses can slow computers down, so scan your PC with an antivirus program. Delete or quarantine any viruses that appear on the scan.

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These luxury resources differ from the five basic resources of wood, metal, food, money and knowledge, mainly because they only become visible when you have reached a certain technology level. Oil, for example, can only be collected once your nation has reached the Modern Age. Your nation will have no real use for it before then anyway. With no tanks to run, ships to sail or planes to fly, what use would you have for it anyway?

Adding other essential constructions like barracks stables and war factories to increase your military presence is yet another way of expanding your borders.

And Wonders too play a significant role in defining the relative strength of your nation. Knock out a quick Palais de Versailles or Taj Mahal and watch as friends and foes alike recoil in awe. Borders effectively add a whole new dimension to RTSs that simply hasn't been considered before. But some will no doubt argue it's merely a gimmick tn make the map look more interesting.

In fairness, if you analyse actual battle mechanics there isn't a huge difference between RoN and its peers. The same tried and tested RTS theories apply - elevation is critical; don't use archers against heavy infantry; establish defence before offence - it's all the usual stuff. And yet if you take away the borders, there's no doubt the game would change significantly.

Attrition damage and major game options associated with this attribute would disappear, and many of the technology upgrades would be useless too. There's no doubt the advantages of seeing your borders drawn on the map are easy to appreciate. With them, you can instantly see how your actions are affecting the overall strength of your nation. 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.



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