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Rise of Nations is a real-time strategy computer game, developed by Big Huge Games and published by Microsoft Game Studios on May 20, 2003. The development of the game was led by veteran game designer Brian Reynolds, ofCivilization 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.Rise of Nations features 18 civilizations, playable through 8 ages of world history..On April 28, 2004, Big Huge Games releasedRise of Nations: Thrones and Patriots, anexpansion pack. Later that year, a Gold edition of Rise of Nations was released, which included both the original and the expansion.
In May 2006, Big Huge Games released Rise of Nations: Rise of Legends, a fantasy-themed spin-off with similar mechanics and style.The core of Rise of Nations's gameplay centers around the concept of "territory". 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 (which are centrally important to gameplay) and forts, atechnology 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.
Citizens (resource-collecting workers) in Rise of Nations occupy resource gathering sites; build or repair damaged buildings; or even occupy buildings in order to defend. All of the six resource types in Rise of Nations are infinite in supply.
Any of the game's various nations can be played during any age, regardless of that nation's fate throughout actual history. Some unique units are based on units that those factions had, if certain nations were not destroyed in real-life history: for example, the Native American nations (the Aztecs, Maya, and Inca) have unique units in the Modern and Information ages which resemble real-world Iberian-South American guerrillas. The end conditions are also made to be historically neutral, in that one can win the game by a capital capture, territorial superiority, researching four dominating technologies, or the usual wonder and score victories.
Each of the 18 civilizations in Rise of Nations has its own set of between four and eight unique units spread throughout the ages, if at the age of play the faction did not exist in history the faction uses default units that were used in that time.
A single player campaign, Conquer the World, is included in the game. It is comparable to theboard game Risk, except that attacks on enemy territories take place using the in-game battle engine, which can last as long as 120 minutes depending upon the scenario. The campaign map is similar to Risk's, but luck is not a factor. The player can also purchase reinforcements or bonus cards and engage in diplomacy with other nations. The campaign starts at the Ancient Age and progresses slowly over the course over the campaign to end at the Information Age (present day). Within the context of a battle, it may be possible to advance to the next available age (and thus benefit from the associated potential unit upgrades in that battle). There are five different campaigns, "Alexander the Great", "Napoleon", "The New World", "The Cold War", and "Conquer the World". They all follow a set formula in which the player either chooses a nation (New World, Cold War) or is put with their general's historic nation (Alexander the Great, Napoleon) aside from "Conquer the World", in which any nation may be chosen to play throughout every age in the game.
Rise of Nations uses an Elo rating system to rank players.
Rise of Nations was shown in 2008 to improve a variety of "critical cognitive skills", most prominently working memory and task-switching ability, in older adults.
Rise of Nations: Tactics, a game for the iOS was in development at Big Huge Games but was cancelled.