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Rise Of Nations

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Rise Of Nations Empty Rise Of Nations

Post by bledoegkeloed Sun Oct 09, 2011 11:19 pm

Rise Of Nation

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Rise of Nations | real-time strategy | {192 MB}

Rise of Nations employs the concept of "territory," as employed in the Civilization long series of games; the area near the player's settlements is considered their territory, and players may only construct buildings within their territory or that of an ally. A nation's borders can be expanded by the creation and expansion of cities and forts, a technology tree, and obtaining access to certain rare resources. Other technologies and resources cause enemy units to suffer attrition over time, which can eventually destroy an unsupported invasion force.
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Cities are centrally important to gameplay; most buildings can only be built within a certain distance of a city, borders are most easily expanded by building and expanding cities, and cities are the only source of the resource-collecting Citizen unit. Only a limited amount of cities can be built and cities can only be destroyed by its owner. Conquered cities join the conqueror's faction.

Citizens (resource-collecting workers) in Rise of Nations don't remain idle after creation until orders are given to them; rather, after a brief pause, idle citizens look for any nearby construction sites, unoccupied resource gathering sites, or damaged buildings and automatically move to build, gather, or repair there. This option can be disabled if desired. All resource patches in Rise of Nations are infinite, unlike the finite amount of resources found in, for example, Warcraft single-player campaigns; the main limit is the player's maximum-collection-rate cap, which must be upgraded via research.




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