Rise of Nations came out a long time ago, though, so finding a copy used to be tricky. 4 5 Unit/Building Display — Shows attributes of a selected unit or building. But it's not important to master each and every single one (at least not at first). Most economic upgrades require science research. Timber benefits help early to get structures and farms up quicker. Requires that you advance to the Gunpowder Age first (can be built in the Medieval Age if you're Egyptian). If you fail to manage the population limit correctly, you could lose valuable time in collecting resources, constructing buildings, or creating a military. Medieval Age: Advancing to the Medieval Age allows you to arm your troops with more powerful weapons. +6 line -of -sight for forts. Wonders can be built an age early, and you can build two wonders per city. Temples increase city combat range by +3. Build towers to aid in its protection. An army can attack or support an attack during a turn. Can build universities and collect knowledge from the beginning of the game. Use your army to conquer more territories to win. The Egyptians are provided with a free granary at the game's start. +10 to metal gather rate. L, W -- Selects the library and researches the next military level. This is an efficient way to redirect your army in a firefight without disturbing your placement of these units. Once you approach the limit, research the next commerce level to keep maximum resources flowing into your coffers. Meanwhile, while you're searching the map for your city or citizen and combing through the citizen build menu, your opponent is using hotkeys and completing similar tasks in a fraction of the time. Control the oil deposits and control the endgame! Buildings constructed faster (level 1). I watched our replay from last night and the nights before and I think these might serve some of you well. They are slow to get going, but once they get a large treasury of resources they are able to go in any direction they want. You may need extra military creation structures to create units quickly for this benefit to pay off. Receive free heavy infantry whenever you build a new barracks (one at the start, two with the Gunpowder Age and three military research, and three with the Industrial Age and five military research). Well when you have your army selected you want to make sure it is facing the right way. It also allows you to build forts for defense and stables and siege factories to create powerful new kinds of units. Requires that you advance to the Classical Age first (can be built in the Ancient Age if you're Egyptian). Spies have increased range, hit points, speed, and line -of -sight. Note that the Spanish have a huge advantage in scouting. Professor Fedora. You can often flank and disperse your enemies effectively if your pinning force is ranged and tough (archers and guns), and your striking force is quick (tanks and horses). Siege factory and factory units move faster. Press the hot key for a unit (often it is G, H, or A), and press Q. Q turns on the infinite queue and will produce units one by one. The Incans' final benefit is rather unique--you receive a 25 percent refund for any unit killed by your enemy. Conduct second-level library research as needed. This comprehensive GameSpot Complete Game Guide for Rise of Nations provides everything an aspiring leader needs to achieve global domination. Granaries increase food output by 200% percent. Tribute is spent on making peace with particular territories or even declaring war on other territories. Citizens construct buildings and wonders 10 percent faster. Branch out from your capital and attack an unclaimed territory and defeat a barbarian rally mission (explained in the next section) to claim the land. Siege weapons can make quick work of these structures, and if they're out of the way, your opponent won't be able to reinforce as easily. Wool: +10 to timber gather rate. Silk: +10 to wealth gather rate. When partisans are not moving or attacking, they can't normally be seen by most enemies. Garrison added troops in the city and in the defensive structures to make them more powerful. The cheaper university and library help as you expand. In water maps, you'll need a dock, if only to maneuver your troops into transports to reach another island. Similarly you can do this with other units as well to make waypoints. Keep in mind you won't be trading at a one-to-one ratio. Also when it comes to moving units, make a habit out of holding Ctrl when you do so. Protect yourself against attrition and funnel troops into enemy territory with forward-built barracks, stables, and siege factories. Research a civic level early in the game so you can build an expansion as soon as possible. Rise of Nations: Rise of Legends. This item will only be visible in searches to you, your friends, and admins. Build plentiful barracks and receive free heavy infantry. Rise of Nations: Thrones and Patriots is the official expansion pack to the real-time strategy video game Rise of Nations.The game is the second in a series of Rise of Nations games by Big Huge Games. Versailles: Three wonder points. Build multiple barracks, stables, and siege factories closer to the enemy city. Select your scout (hit the apostrophe key) and select the auto-explore option in its menu. Military research is vital for raising the population cap, which you will need to do as you begin to produce a hefty army. Mounted units created 10 percent cheaper and 20 percent faster. Once the militia unit is researched, citizens gain a "To Arms!" You'll need knowledge--and lots of it--for age advancement and numerous library research elements. Or if you're comfortable, give him waypoints to explore the terrain surrounding your city. As assistance, you can see rare resources in your territory, and merchants collect rare resources even faster. Be sure to send your specific unit groups against the enemy groups they counter. Commerce research is vital for increasing your commerce limit, which you will need to do to gather plentiful resources. Cost of science research reduced by 25 percent. Also a common problem I see is that people don't heal their troops well prior to battles. +10 to metal gather rate. All it takes is a well set up artillery and some guards to level either of my cities. To assist, these buildings are not only tougher but are built faster and require less wood (all buildings, except wonders). Your opponent may scout your base, take note of your gigantic horde of archers, and produce units specifically to counter those archers--units such as cavalry. Counters enemy raids. +10 to knowledge gather rate. Ships are 10 percent cheaper and aircraft carriers are created 33 percent faster. The Colossus wonder helps generate wealth. You can verify what military units your enemy is training and produce specific counters to them, you can spot undefended expansions or resource centers, and you can seek out holes in the enemy defenses near his or her capital city. Requires that you advance to the Information Age first (can be built in the Modern Age if you're Egyptian). Controlling the sea may also come into play, so be prepared to train a navy to either protect your fishermen or wreak havoc on your opponent's fishing industry. Obviously performing these keystrokes would be much faster than scanning the map for citizens and clicking through build menus. This excludes things like siege, supply wagons, generals, spies and scouts. This helps Egypt keep control of desired wonders and even rush to a wonder point victory, if applicable. Rise of Nations is no different. Research civic early to expand to another city (or another) for even more free citizens, which can begin additional resource collection to mount a mid-age assault. Also you want to get into the habit of using Tab whenever you can. You'll want at least three cities to keep the fighting on the opponent's side of the map. If you have room under the limit for timber, metal, or knowledge, build another woodcutter's camp, mine, or university. You'll also want the market early on to produce caravans and generate wealth, as well as merchants to collect rare resources. Construct a university for each city and then fill each university up with scholars to gain knowledge. Upon attacking the mutual enemy, the allied nation will lend its support with reinforcements. Increases your metal gather rate by 50 percent. Gather knowledge by constructing a university and filling it with scholars. Granaries increase food output by 200% percent. Militia research also increases the hit points and line -of -sight of ordinary citizens. It's also what you'll utilize in order to advance through the ages. Gear an attack around the Gunpowder Age to utilize both the powerful Turk siege abilities (build no less than three siege factories and provide supply truck escort) and the Turks' unique infantry. Militia research also increases tower range and line -of -sight. Thanks for the absolute gem of a guide ;), cont save my settings ore my name in game pc ore laptop. B, F -- With a citizen selected, use these keystrokes to build a farm. Hotkeys. For instance, some ranged cavalry unique units are best used against other ranged cavalry. Enemy cities can be assimilated quickly. Merchants, caravans, and markets are 50 percent cheaper and have 50 percent more hit points. But at the same time if you left click you can change the shape/formation of your army to better deal with the situation at hand, scrolling the mouse wheel will also effect the shape. Having ten muskets shoot it as well doesn't help as much as having a defensive posture and defending the cannons. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 300% percent (level 4). Reduces all timber costs by 25 percent. +10 to wealth gather rate. The Rise of Rome Pocket PC Trial Apple Mac Demo HeavenGames Main Portal Age of Empires Age of Empires III Age of Kings Age of Mythology Age of Empires Online Age of Wonders Age of Wonders II Battle for Middle Earth II Caesar III Caesar IV Children of the Nile Cossacks Dawn of Fantasy Dungeon Siege Emperor: RoTMK Help on the Web To learn more about Rise of Nations, visit www.riseofnationsinsider.com. Don't get me wrong packing your cities with all the buildings make them all much better, and saves you money, but are a very weak booming civilization compared to Germany and Dutch. Cost to build wonders reduced by 10 percent. Coordinate an early attack, around the Medieval Age, and prepare your Xopilli Atl-Atls for an aggressive assault on the enemy's expansions and resource centers. Without a flourishing economy, a player will struggle to research important technologies, advance through the ages, and create a substantial military force. There are some restrictions, however: You can only build one wonder per city, and there can only be one of each type of wonder in the game at any time. Receive the militia, minuteman, and partisan upgrades for free. Long-term goals should include setting up caravan trade routes between cities to start accumulating wealth. Creating more cities also expands your national borders, which can keep resources under your control and make incursion into your territory difficult. Jun 16, 2014 @ 1:47pm Out of sync Like every 5 minutes in a match with friends, sometimes even less. Learn these keystrokes to help run your economy and research more effectively. The wise Greeks excel in technology research. Build a tower and research allegiance to initiate attrition damage. Improves your food gather rate by 20 percent. Timber is important for building construction (nearly every structure--including farms--requires timber), commerce research, university improvements, and certain foot archers. The following table reveals the various technologies in Rise of Nation, where to research them, and each technology's benefits. Barracks, stable, and dock units production times reduced by 25 percent. If there are any complaints by the original author, I will put it down. Advancing to the Industrial Age gives you access to a new resource (oil) and makes tanks and aircraft available for the first time. There are certainly numerous ways to develop your Rise of Nations strategy. Turn this scouting benefit to your advantage by monopolizing resources and expanding quickly. When your population nears its maximum, research the first level of military at the library. Information Age: Advancing to the Information Age brings you to the pinnacle of information technology--the game's most powerful units and buildings at last become available. Temples increase city hit points by 50% percent. Rise of Nations offers six combat stances for your military units. Build a smelter as soon as possible to receive the free upgrades--these upgrades increase the speed of tank, siege, and vehicle creation; increase the radius, speed, and hit points of supply wagons; and reduce attrition damage even further. Use your army to invade others for their resources, territory, and loot.You can also form long-gone empires by unifying them under a single flag. Expand borders (and in turn, cities) by prioritizing the civic line of research. Thus, it's not only important to produce a mixture of units so you're protected against every possible engagement, but it's also important to strive to produce units to counter what your opponent has planned. I thought, considering this is turning into a weekly game, that we could each post our favorite tips and tricks to level the playing field for everyone. An effective way to select only the injured units and avoid selecting them one by one is doing Shift + Home, which selects all wounded units out of the current selection. Your wealth income is increased by 100 percent. Players begin with a scout (or in the case of the Spanish, two scouts), and each unit in Rise of Nations can be placed on "auto-explore." Most military units and buildings require military research. Exploit the Japanese barracks unit benefits with plenty of infantry and archers. The added resources are certainly a plus, but remember that you still lost the unit and must take the time to create another. Units heal faster while garrisoned in buildings (level 3). Buildings constructed faster (level 3). Meanwhile, your opponent is building reinforcements, researching, and advancing in age and will soon become more powerful. You create ships 50 percent faster. Expect capitals to be some of the most powerful territories. Increases effect of forts on national borders by +9. When an enemy kills one of your units, you receive a 25 percent refund for the killed unit. That extra step they are taking within firing range and not responding can be the difference between pushing and retreating. Extra armies provide the ability to reinforce your attacks on an enemy territory. Increases the attrition damage inflicted on unsupplied enemy units in your territory by 100 percent. Furthermore, construct a tower to gain the Koreans free militia, minuteman, and partisan upgrades. I personally avoid forts/cities on the borders with other nations if I can avoid it. Depending on your nation's resource bonuses (if any), you may reach the commerce limit for food or timber in your initial city. Scouting plays a huge role in all Rise of Nations games, and the Spanish are particularly blessed in this department. A nice way to do this is to hold Shift down and setup a waypath that you developed. Your opponent will likely have researched "allegiance," which causes attrition--your units suffer damage in enemy territory unless supported by a supply truck. Conquer the World Strategies: This section provides strategies specific to the Rise of Nations "conquer the world" campaign game. Raises your commerce limit for food, timber, and metal by +200. Literally swarming with hotkeys, Rise of Legends has enough multistroke macros to make flight simulators quiver with envy. Many of these tips assume default game conditions. Support these units with counter cavalry. Or take out a wonder. Important on non-water maps (on water maps, fishermen can collect lots of wealth from rare fish). After science level 2, build a granary and lumber mill. It incorporates all aspects of the game from multiplayer to the CTW campaign. Relics: +20 to knowledge gather rate. May exceed maximum population limit by 25 percent. The stances that you are able to have your army take are important too. You can sell those resources to acquire wealth or sell wealth to acquire those resources. Be wary of building too close to enemy territory. Gain the use of an extra spy unit that does not count against your population limit and is rebuilt for free whenever it is killed. +10 to knowledge gather rate. You'll gain control but then lose it as your opponent moves reinforcements in. Cost of military research reduced by 25 percent. Nations with wealth benefits include: Egyptians (farms generate +2 wealth), Inca (mines create wealth and metal income, wealth commerce limit +33 percent), Nubians (+1 to caravan limit, you start with a market and can always trade resources with a +20, -20 price bonus, caravans and markets 50 percent cheaper), and Romans (cities gather an extra 10 wealth). 10% adds up over the course of a game, especially if you are Bantu. Instantly created citizens can provide a quick, early economic boom for an early attack, perhaps around the Medieval Age, when China's first unique unit, the Fire Lance, becomes available. Gunpowder Age: Advancing to the Gunpowder Age makes powerful gunpowder units available. Exploit this benefit with forward building and ample city defense. In a large battle, those refunds can come in quickly! Generals and spies recover their craft twice as quickly. Rise of Legends is a fantasy-themed game that features steampunk-like technological nations battling against fairy tale-style magical nations. The good news with auto-explore is you aren't wasting valuable construction or resource gathering time on maneuvering the scout around the map. Email news@gamespot.com. Nations with metal benefits include: Germans (smelter upgrades are 50 percent cheaper and available sooner, cities gather an extra 5 metal). Turn it on and the scout will automatically roam that map. This allows you to reinforce the front more quickly. You can't trade knowledge for wealth (and vice versa). Also, the Spanish scout features upgraded line of sight and gains extra resources from ruins. Increase oil production by building a refinery (or multiple refineries). Like with the population limit, you should keep regular tabs on your commerce limit and resource levels. By upgrading the tech in granaries and putting the injured units inside of any building, they will heal faster than their base rate. How you use the library research will differ depending on your play style. Research a science level first to improve your scout and to reduce research costs and times. Lumber mills increase timber output by 200% percent. You can also use tribute to purchase bonus cards. Over two dozen buildings with upgrades and technologies that will take your nation from a small City to an Information Age society. In addition, the Egyptians may build up to seven farms per city (instead of five, for all other nations), and each farm generates +2 wealth. You receive one light infantry at start, two light infantry with the Classical Age and a military research, and three light infantry with the Gunpowder Age and three military researches. Buildings, except wonders, cost 33 percent less timber. Fast, gunpowder-armed, fires while moving, and counters enemy ranged cavalry. +20 to oil gather rate. Choose your nation depending on your desired play style. If you're under attack on the front lines and are ill prepared for defense, garrison your citizens and start building more barracks and stables inside your closest rear city. +10 to metal gather rate. Requires that you advance to the Industrial Age first (can be built in the Enlightenment Age if you're Egyptian). If your commerce limit is +100 and you're gathering +120 timber, you're losing +20 of that timber because your commerce limit is limiting your timber gathering to just +100. Further, farms produce 25 percent more resources for a stacked benefit. Destroy those enemy capitals and you'll gain all that nation's territories, tribute, and so on. B -- With a citizen selected, use this keystroke to open the build menu. Try and put them in choke points or very close to a farm/mine/woodcutter so if and when you get attacked, select the city and press "z". It's important to attempt to strike a balance in your resource gathering. Mounted units, which are excellent for flanking and chasing down undefended archers and light infantry groups, are 10 percent cheaper and build 20 percent faster. This is good for two reasons. +2 range for forts. Not only do you receive a bonus scout, but the entire map is also revealed from the beginning. National borders +2. Ensure their safety with added defense, including towers, forts, and their various incarnations. button. Elite Camel Warrior: Gunpowder Age light cavalry. For instance, maneuver an extra army adjacent to an enemy territory (keep in mind that territories hold only one army from each side at a time). Statue of Liberty: Four wonder points. You also receive tribute when defeating a capital (thus conquering the nation) and when you unify a continent, such as North America. +20 to timber gather rate. Don't allow a line of enemy archers to plug into your troops without retaliation. Upon playing the card, exploit these benefits in the upcoming battle. +1 range for forts. +10 to knowledge gather rate. All things considered, while one nation is currently at +100 on the commerce limit, the British are at +125. All are quite useful, particularly in defensive play. And as indicated, you could also give the scout waypoints so he'll roam a specific path but won't automatically seek out relics. Send these special forces units behind enemy lines and start sabotaging undefended buildings. If you are a besieging a city let the cannons do the work. Below are some specific hotkey commands. It also has one of the most clever User Interfaces in recent RTS history, averting the Hunt & Peck Hotkeys that have plagued so many other titles in the genre. Angkor Wat: Three wonder points. Cheaper and faster (both in movement speed and build time) siege factory and factory units are an advantage in all ages, though French unique units focus on heavy cavalry. Some insights on each rule follow the description. Your supply wagons can heal your troops (and French supply wagons heal at double normal rate). Increases effect of forts on national borders by +6. Sure, please just include a link to this and give proper credit. Granaries increase food output by 100% percent. Cheaper citizens facilitate early income. Here are the official rules for the conquer the world campaign game as listed in the interface screen. The more you keep pushing the more they will have to turtle up and avoid expanding because they can't stretch their lines. However, you may have prepared for the long haul better with a greater income. Both should assist in achieving victory. Or perhaps you've queued up some citizens to start working at a mine but you hit the population limit and are now behind in gathering metal, which you wouldn't have happened if you had managed the population resource efficiently. Aluminum: +20 to metal gather rate. Space Program: Eight wonder points. Select a citizen (or create a new one by pressing C and then V) and use him to build your second city at the edge of your national border. Barracks units do 5 percent extra damage vs. buildings for each age plus military research. Libraries and universities 50 percent cheaper. You want to always fight on your terms with your advantages. Put pressure on your enemy with light infantry supported by foot archers through the Ancient Age and Classical Age. Use wonders to complement your nation's strengths or even counteract their weaknesses. Finally, the extra citizen facilitates quick, early income. Place new cities carefully and as close as possible to both a forest and a mountain so your woodcutter's camp and mine will be placed as close to the city as possible. The Incans command wealth with a 33 percent increase in the wealth commerce limit. When you're forced to raise the commerce limit because a single resource is too high, it would be best if all the others were getting close as well. You can see all rare resources but not every relic. Taxation rate becomes 50% percent (level 1). They will run to the nearest garrison and make that garrison more effective. This can be done in the Ancient Age as well. Taxation rate becomes 100% percent (level 2). Got a news tip or want to contact us directly? On April 28, 2004, Big Huge Games released Rise of Nations… But in water maps, the dock is also important for fishermen, who are used to gather rare resources from the body of water. 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