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Rise of nations ages
Rise of nations ages




rise of nations ages

Hang on - ages? We're getting ahead of ourselves. As you progress through the ages, more resources will become available for you - such as oil and uranium, essential for a modern war machine. Aside from increasing your net worth, these resources also provide benefits to your nation - such as reduced costs for certain types of manufacture, improved construction times or better research abilities. Around the map there are resources scattered, ranging from sheep to diamonds, which you can exploit by sending a trader from the market to set up shop.

rise of nations ages

Some of these facilities influence the production of all sorts of resources (build a sawmill to gather wood faster build a smelter to gather from mines faster build a university and stock it with scholars to speed up research), while others have an influence on your national borders and others still affect your economy, such as the marketplace which can generate net worth by trading with other marketplaces in other cities.Īll of this will seem fairly familiar to anyone who has played Civilization, and there's plenty more where that came from.

rise of nations ages

Within the boundaries of each city, there's a range of facilities you can build ranging from military barracks to grain stores, and from mining installations to temples. Build a new city, and the national borders in that region (reflected by lines across the map) will change to reflect the new balance of power in the area - an important consideration, because national borders define where you can build your buildings and what resources you have access to. Your nation is made up of cities and their peripheral buildings, and military installations each city (or fortress) influences the borders of your nation dynamically, pushing the boundary forward or backwards depending on the status of your cities and on those of your neighbouring nations. Marital StrifeĪ lot of thought has gone into making this unusual combination of aspects work well in Rise Of Nations, and it shows. Like some bizarre creature from Greek legend, here you'll find the nation building and technology research aspects of Civilization mixed up with the real-time strategy sensibilities of Age of Empires, bringing together for the first time the two very opposite ends of the strategy gaming spectrum. Rise Of Nations is a combination of elements which you'd generally expect to find in completely different games. Tactical Stealth Action, Strategic Role Playing Game, First Person Adventure - see what I mean? If you're a game developer seeking an original idea for a game, one of the easy ways out is to combine two established genres, blending compatible elements of gameplay until such time as you have a game that will force journalists and PR people alike to invent mind-bending new double- and triple-barrelled descriptions.






Rise of nations ages