Food Gather food by building farms. Fish: +10 to food gather rate. It's also what you'll utilize in order to advance through the ages. +5 garrison capacity for forts and towers. You can do this by holding right click on an area and dragging the mouse in the direction you want them to face. By upgrading the tech in granaries and putting the injured units inside of any building, they will heal faster than their base rate. Keep tabs on your population limit and stay one step ahead of the limits. Granaries increase food output by 200% percent. Actually, there are times when I will have the Statue of Liberty, and still take attrition when I'm invading Russia, it's a pain to invade them. Expansion is key for territorial control and additional resources. Below are some specific hotkey commands. Generals have increased radius, hit points, speed, and line -of -sight and increased effect on unit armor. Aluminum: +20 to metal gather rate. Increases your timber gather rate by 50 percent. If you're unsure if you have the maximum number of caravans, click on the menu bar on the right side of your resource indicators. Hotkeys are vital for fast, efficient gameplay. Rise of Nations: Rise of Legends (RoL for short) offers standard single player campaign, quick battle skirmishes, and multiplayer that can involve up to 8 people. Increase your commerce limit to level 2, raise your military level once you reach the population limit, and research another civic level for further expansion. Rise of Nations came out a long time ago, though, so finding a copy used to be tricky. +10 to knowledge gather rate. Well when you have your army selected you want to make sure it is facing the right way. Increases your wealth rate by 30 percent. Cost of science research reduced by 25 percent. The Incas already possess a higher wealth commerce limit and wealth-producing mines. You can play defensively and outlive your opponent into the upper ages or use Bantu bonuses to expand early. Citrus: +10 to food gather rate. Requires that you advance to the Gunpowder Age first (can be built in the Medieval Age if you're Egyptian). Some games can be won by simply building enough wonders. Then start training troops to counter whatever the enemy is using. Place the city close to a forest and a mountain if possible (to serve as protection for your gatherers). Rise of Nations is no different. It is only visible to you. Aircraft costs reduced by 15 percent, and build speed increased by 25 percent. But I did... Anyways the fact that you take 50% attrition damage should already tell you that you should be in their face all the time. Building hit points increased by 30% percent. Spies are created instantly. 10% adds up over the course of a game, especially if you are Bantu. It also speeds up transport ships and decreases unit cost and unit upgrade costs. An overrun attack does not count as your attack in a turn. Likewise, keep your unit groupings away from their counters. 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. With a colossus, you have increased wealth rate, a higher commerce limit, and a 50 percent larger population limit to accommodate more of those wealth-heavy military units sooner. +20 to oil gather rate. Combine that with the Egyptian free granary and food upgrades, seven farms per city, and already increased food commerce, and a pyramid can help produce an ample amount of food. Alternately, holding Ctrl + Alt together while dragging a selection box will select only the siege inside the selection. Conquered cities assimilated 200 percent faster. Don't negate the wonder benefits, either. Put pressure on your enemy with light infantry supported by foot archers through the Ancient Age and Classical Age. However, you may have prepared for the long haul better with a greater income. Requires that you advance to Medieval Age first (can be built in the Classical Age if you're Egyptian). Losing control of the city will be quite a setback for your opponent. You must have two or more armies than your opponent to "overrun" the territory. © 2020 GAMESPOT, A RED VENTURES COMPANY. You'll also want the market early on to produce caravans and generate wealth, as well as merchants to collect rare resources. Note that the Spanish have a huge advantage in scouting. Obviously, if your enemy is ahead in age and resource, this may be the beginning of the end. If you can use enough supporting armies, you can win a non-capital territory without having to fight. Elite Camel Warrior: Gunpowder Age light cavalry. Build a granary as soon as possible to benefit from the free herbal lore (and medicine and pharmaceuticals) upgrade, which increases creation speed, line of sight, and the heal rate (when garrisoned) of foot and mounted troops. Commerce: Commerce research increases your commerce limit, which controls your efficiency--the maximum rate at which you are allowed to gather resources. 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. Building hit points increased by 10% percent. The infinite build queue is very worthy. Press Ctrl+E to set him to auto-explore and he'll go find ruins and rare resources. Reduces all timber costs by 25 percent. Buildings constructed faster (level 3). 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. Wonders can be built an age early, and you can build two wonders per city. Build a tower as soon as possible--the attrition upgrades are free, so you'll protect your territory at least until supply wagons become available. Increases the attrition damage inflicted on unsupplied enemy units in your territory by 100 percent. 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. 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. Spies have increased range, hit points, speed, and line -of -sight. Like with the population limit, you should keep regular tabs on your commerce limit and resource levels. B, C -- With a citizen selected, use these keystrokes to build a city. Siege, artillery, and supply units move 25 percent faster. Allows taxation based on the percentage of world territory controlled. These are nice benefits, as wealth is a tricky resource, but one that's extremely important for research and unit creation. 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. Base expansion is generally important in real-time strategy games, but it's even more important in Rise of Nations--because without expansion, there's no way to increase certain resource income and widen your territory. Maintain siege pressure on your opponent and utilize the Turks' unique siege units--the basilica bombard and cannon--in the Gunpowder and Enlightenment Ages. Lumber mills increase timber output by 100% percent. Wonders also increase in cost as you acquire them. It's Rise of Nations remixed with a 3D engine, a fantasy steampunk setting and more hotkeys than you can possibly remember. The Aztec's plunder bonus and unique early light infantry encourage an aggressive style of play. Cost of siege and artillery units reduced by 20 percent. Requires that you advance to the Classical Age first (can be built in the Ancient Age if you're Egyptian). Convert the food into a strong Medieval Age army. Upgraded militia armed with muskets. Expansions are notoriously difficult to defend from enemy raids. Attrition in enemy territory reduced by 50 percent. This item will only be visible in searches to you, your friends, and admins. In "revealed map" games, you gain a bonus scout. Protect yourself against attrition and funnel troops into enemy territory with forward-built barracks, stables, and siege factories. The Bantu excel in long, drawn-out games but can also be efficient rushers. Partisan research also increases tower range and line -of -sight. 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. In conquer the world, you begin with one capital territory and one army. The Nubians offer a nice range of unique units--a foot archer and ranged cavalry for the Classical Age through Gunpowder Age. Check the back of the manual and the unique units listed in the Nations Overview section of this game guide for further details on all counters and unique unit counters. A boomer is a nation that is able to very quickly amass a lot of resources and bank it to get into the next age or two first. Construct a university for each city and then fill each university up with scholars to gain knowledge. The Nubians begin with a market, which lets you get those merchants working to gather rare resources quickly (plus, merchants are 50 percent cheaper and 50 percent more durable). This tactic is especially useful if you have structure bonuses, such as free siege weapons with each factory. Producer Tim Train offered us a chance to play Rise of Legends at the show, and, of course, we couldn't say no. An army can attack or support an attack during a turn. For instance, if you've built a couple of wonders, expect future wonders to cost more than they would if you had no wonders. You can see rare resources in your territory. Relics: +20 to knowledge gather rate. Receive double income from the taxation technology. Start with a temple and receive temple upgrades for free. The Egyptians have little trouble accumulating food. Also, you can't see what your enemy is up to--there's still a fog of war, but you have immediate visual access to rare resource locations and terrain. Once you have a sizable army (that can counter the enemy's attack), move it up. +3 range for forts. Cost of auto plant units reduced by 15 percent. Continue to churn out military units. +10 to timber gather rate. 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. You'll need these resources in abundance as you advance farther in the ages. Jack-of-all-Trades but master of none nation, though good at sea with their unique units. Advance to the Classical Age with two to three cities. If you have a particularly large army, It often helps to split it and have one be a defensive (pinning force) and another be aggressive (striking force). You are putting down money for units in the queue for the convenience of being able to focus your attention elsewhere. I am making this guide for people who are relatively new to Rise of Nations (RoN) and want to be able to be able to play more efficiently with less stress. Raises your commerce limit for food, timber, and metal by +200. The development of the game was led by veteran Brian Reynolds, of Civilization II and Sid Meier’s Alpha Centauri.Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. Improves your food gather rate by 20 percent. Spies produced 50 percent cheaper and stay hidden after using a special ability. Mounted units created 10 percent cheaper and 20 percent faster. If you're the Bantu, the first civic research provides the ability to construct two extra cities. Then, you can begin conquering others and making alliances with other countries to conquer together. 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. Cities gain 10 wealth, an excellent benefit that will help you afford the unique heavy infantry units and anything else you desire. Expand toward enemy territory and choke the enemy with towers and forts. Versailles: Three wonder points. You are immune to the effects of a nuclear embargo. You can't see troop movements, but you can see terrain, resources, and rare resources. Receive forage, supply, and Logistics research free. Expansions are also important for additional universities and caravans, temples, granaries, smelters--you see now the importance of expansion! Rise of Nations: Extended Edition > General Discussions > Topic Details. This comprehensive GameSpot Complete Game Guide for Rise of Nations provides everything an aspiring leader needs to achieve global domination. Temples increase city combat range by +4. Raises your commerce limit for metal by 100. Please see the. Units heal faster while garrisoned in buildings (level 1). Your units in enemy territory receive 75% percent less attrition damage (and none when not moving or fighting). The foldout covers three elements of the game: hotkeys, technology, and the nations. The more you keep pushing the more they will have to turtle up and avoid expanding because they can't stretch their lines. Tanks, siege, and vehicle units created faster (level 1). This section covers combat strategies in Rise of Nations, including the importance of counter units and combined arms, combat stances, scouting, and build order, and offers general combat tips covering flanking, control groups, modern warfare, generals, spies, and attrition. Increased attrition damage to enemies in your territory (level 3). This is very important and a new player who can’t keep track of the hot keys will be in for a world of hurt. Thankfully, Rise of Nations offers some very easy scouting tools to encourage its players to get out there and scout! Building hit points increased by 10% percent. Scouting plays a huge role in all Rise of Nations games, and the Spanish are particularly blessed in this department. If you are a besieging a city let the cannons do the work. +20 to oil gather rate. But in water maps, the dock is also important for fishermen, who are used to gather rare resources from the body of water. Ctrl + Home selects all wounded units across the map. Cost of stable units reduced by 15 percent. Eiffel Tower: Six wonder points. Extremely fast. +5 garrison capacity for forts and towers. Papyrus: +10 to knowledge gather rate. It also increases your caravan limit. Citizens can become partisans using their "To Arms!" Milk them for everything they are worth, and if you see peacocks, slug it out for them. Hold that important territory by playing applicable battle cards to assist in the mission. Air power in RoN is often overlooked as a resource to win games. Silk: +10 to wealth gather rate. Granaries increase food output by 50% percent. Don't forget that you can also receive the help of allies. This section describes each of these important lines of research and reveals each line's seven levels. The library is not only used to advance through the ages, but it also features four important lines of research: military, civic, commerce, and science. The British may appear to be well-rounded, with benefits to ships, wealth, foot archers, towers, and antiaircraft units, but perhaps lacking the focus to become truly dominant. They will run to the nearest garrison and make that garrison more effective. Push aggressively into enemy territory and upgrade to the Medieval Age to protect your Caesar's legions against attrition. Keep in mind you won't be trading at a one-to-one ratio. Coal: +15 to metal gather rate. Some city battles can become a vicious game of back and forth. Increases your national borders by 3. As you begin to populate your city, acquire another level of military research when you near the limit. This is very important once you reach the Classical Age. Increase timber production by constructing a lumber mill (affects camps within city limits). Cities, towers, and forts fire extra arrows (or bullets), including cities without garrisons. Expansion is important to the Romans. Gather knowledge by constructing a university and filling it with scholars. Finally, the extra citizen facilitates quick, early income. Increases effect of forts on national borders by +6. Fast, gunpowder-armed, fires while moving, and counters enemy ranged cavalry. Nations are divided into seven tiers, depending on their military and economic power. This if my first ever guide. Fishermen collect ++200% percent food. Use the market to acquire wealth at the expense of other resources. © Valve Corporation. You create ships 50 percent faster. Start with a granary and receive granary food-gathering upgrades for free. Conduct second-level library research as needed. Disclaimer: This mod is based on the TaP Redux mod (by probed1969) posted on the Rise of Nations Heaven site (link: Ron.heavengames.com). Temples increase city combat range by +3. +10 to metal gather rate. Now when you have a large army often the formations will be very long and might not be as useful for a battle in a relatively narrow passageway. You'll need knowledge--and lots of it--for age advancement and numerous library research elements. Nations with oil benefits include: Russia (oil gathering +20 percent). Technologies: Head here for a table revealing important Rise of Nations technologies, including research locations and each technology's benefits. You receive all ground unit and airbase upgrades for free. Civic: Civic research increases the number of cities you are allowed to build and expands your national borders. The Egyptians also feature a campaign wonder benefit: In the conquer the world game, the Egyptians get a free "build wonder" bonus card. Science research at the library is 20 percent cheaper. Requires that you advance to the Information Age first (can be built in the Modern Age if you're Egyptian). 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. Set up mines at available mountains for metal. Remember to produce multiple unit types, or your opponent will simply counter your unbalanced forces. Minuteman research also increases tower range and line -of -sight. Open up the diplomacy window if you wish to negotiate an alliance. Turn it on and the scout will automatically roam that map. Tribute is spent on making peace with particular territories or even declaring war on other territories. Wonders are an important way to improve your nation's standing and gain an edge on any opponent. Receive a free heavy ship whenever you complete a dock, until the Industrial Age. Also when it comes to moving units, make a habit out of holding Ctrl when you do so. When you gain control of the city, repair it using citizens. You'll notice that on his auto-explore treks, the scout occasionally combs the same areas and may even return to your city. Alt+F5 - gains +1000 for each basic resource (hold to increase) Receive three citizens upon building your next city, and receive five citizens for all future cities. Minutemen research also increases the hit points and line -of -sight of ordinary citizens. Instead, send your cavalry group against the archers. Partisan research also increases the hit points and line -of -sight of ordinary citizens. +10 to food gather rate. Supply wagons gain increased radius, speed, and hit points (level 1). Gunpowder Age: Advancing to the Gunpowder Age makes powerful gunpowder units available. This can be done in the Ancient Age as well. Be sure to send your specific unit groups against the enemy groups they counter. Food is also required for certain foot troops, age advancements, and civic and early commerce research. This provides a huge boom in wealth. Increases your city limit by 1. Amber: +10 to wealth gather rate. Rise of Legends is not a bad game, it’s just that Rise of Nations is a better game, so Rise of Legends could be considered a step backwards. Receive free ranged cavalry whenever you build a new stable or auto plant (one at start, three with two military upgrades). The Egyptian wonders cost 25 percent less and can be built one age sooner than other with nations. Combat Strategies: Look here for Rise of Nations combat strategies, including the importance of counter units and combined arms, combat stances, and scouting, as well as an array of combat tips covering flanking, control groups, modern warfare, generals, spies, and attrition. Tier VII nations are superpowers and are the only countries that require XP to play them. +10 percent to population limit. The fort is also an important defensive structure and the source of generals. Press R with the city selected to set the city's rally point. Timber Gather timber by placing woodcutter's camps against forests. Among comparable nations, the British can gather more resources sooner. Gather metal by building mines against hills and mountains. This number represents the territory's relative strength--the higher the number, the more powerful the nation. GAME INTERFACE Objectives — Game Objectives/ Victory Conditions. Commerce research is vital for increasing your commerce limit, which you will need to do to gather plentiful resources. Don't forget in team games to send merchants to your ally's rare resources as well. The commerce limit plays a vital role in your nation's resource gathering and income. If you have room under the limit for timber, metal, or knowledge, build another woodcutter's camp, mine, or university. Increases your metal gather rate by 50 percent. Consider the time required to select your city, create a citizen, select the citizen, move through the citizen's build menu, select what to build, and place the structure. Protect your expansions liberally with 25-percent-cheaper forts and towers. Their Elephants are some of the hardest things to kill for their Ages so make sure to use that advantage before its gone, else you aren't going to get far with them. Advance to the next age and receive the ability to upgrade military units and perform additional research. 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." 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. Similarly you can do this with other units as well to make waypoints. 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. Citizens can build and repair buildings that are under fire without penalty. Construct a university for each city and train scholars to amass knowledge. It's a useful hotkey when you've just created a citizen and you don't want to scan the map to relocate him. 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. Creates a free food unit every 30 seconds (plus .5 seconds for every infantry unit you control). Increases sailing ship speed by 20 percent. Library research 10 percent cheaper (except knowledge costs) and 100 percent faster. Woodcutters can accommodate +2 more citizens. Enlightenment Age: Advancing to the Enlightenment Age makes powerful new musket and cannon units available. You want to try and make sure you boom into an age where you have a unique unit if possible to further extend your advantage. Without the library, you can't advance through the ages, you can't raise your population limit, you can't raise your commerce limit, and you won't be able to meet the prerequisites required for much of the powerful economic and military technologies offered by the various structures throughout the game. Sulfur: +15 to wealth gather rate. In a large battle, those refunds can come in quickly! 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. This serves as a very handy guide that especially comes into use when trying to determine what nation best suits one's playing style. Having ten muskets shoot it as well doesn't help as much as having a defensive posture and defending the cannons. Not only do you receive a bonus scout, but the entire map is also revealed from the beginning. Use the hotkey "L" to select the library. Also you want to get into the habit of using Tab whenever you can. You can't simply recruit a bunch of archers and hope to survive. Age advancement cost reduced by 15 percent. Stables are vital to the Mongols, who feature the power of the horde. B, N -- With a citizen selected, use these keystrokes to build a market. Upon attacking the mutual enemy, the allied nation will lend its support with reinforcements. The French supply wagons heal troops within their influence--it's a great benefit, but it's also one that's offered to every nation through a wonder, Versailles (not available until the Enlightenment Age, unless you're the Egyptians). If there are any complaints by the original author, I will put it down. 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