General Discussions > Topic Details. I naively thought it just was going to be a matter of converting the code to .Net and updating a few routines to support EE. The following describes each of the six combat stances and elaborates on how to utilize them to optimum effect. You must hold onto your wonders for the complete countdown to achieve the victory. But in water maps, the dock is also important for fishermen, who are used to gather rare resources from the body of water. By upgrading the tech in granaries and putting the injured units inside of any building, they will heal faster than their base rate. L, T -- Selects the library and researches the next science level. Expansions are also important for additional universities and caravans, temples, granaries, smelters--you see now the importance of expansion! Reduces attrition damage inflicted on your units in enemy territory by 100 percent. If you do this they lose much of their army and you take their city. Partisan research also increases tower range and line -of -sight. Building hit points increased by 10% percent. Food is most important in producing your nation's citizens, who gather other resources and construct your nation's important economic and military structures. +10 to timber gather rate. Hotkeys. Cost of siege and artillery units reduced by 20 percent. Your units in enemy territory receive 75% percent less attrition damage (and none when not moving or fighting). Like with the population limit, you should keep regular tabs on your commerce limit and resource levels. Requires that you advance to the Enlightenment Age first (can be built in the Gunpowder Age if you're Egyptian). Gems: +10 to wealth gather rate. The rare resources, scattered throughout the maps--both land and water--can have a great impact on your nation's military, economy, civic statue, and/or science. Press R with the city selected to set the city's rally point. Tobacco: +10 to wealth gather rate. Rise of Nations came out a long time ago, though, so finding a copy used to be tricky. Aircraft costs reduced by 15 percent, and build speed increased by 25 percent. Expand early, or you'll fall behind in resource gathering. For general information on Tower-type buildings, see Towers. This item has been removed from the community because it violates Steam Community & Content Guidelines. Use tribute to extend an offer of peace to another nation near your enemy. 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. Help on the Web To learn more about Rise of Nations, visit www.riseofnationsinsider.com. 2.5k members in the riseofnations community. You can have five farms per city (unless you're Egypt, which can have seven). Temples increase city hit points by 100% percent. Literally swarming with hotkeys, Rise of Legends has enough multistroke macros to make flight simulators quiver with envy. Get to the Medieval Age so you can train supply trucks to counteract attrition damage. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 150% percent (level 2). Spies are created instantly. +15 to metal gather rate. 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. 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. Requires that you advance to the Industrial Age first (can be built in the Enlightenment Age if you're Egyptian). Cost of barracks, stable, and dock units reduced by 25 percent. Here come the Dutch. In general, light infantry counters archers, heavy infantry counters cavalry, archers counter heavy infantry, and cavalry counters archers and light infantry. This item will only be visible in searches to you, your friends, and admins. This can be done in the Ancient Age as well. Units heal faster while garrisoned in buildings (level 1). Your units in enemy territory receive 25% percent less attrition damage (and none when not moving or fighting). Cost of military research reduced by 25 percent. Hotkey. Start with a temple and receive temple upgrades for free. Enemy cities can be assimilated quickly. Another example: The colossus offers a good complement to the wealth-abundant Incas. 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. Whales: +10 to food gather rate. Technologies: Head here for a table revealing important Rise of Nations technologies, including research locations and each technology's benefits. You also receive tribute when defeating a capital (thus conquering the nation) and when you unify a continent, such as North America. Thus the expansion requires fewer overall structures to defend all its segments. Below are some specific hotkey commands. In water maps, you'll need a dock, if only to maneuver your troops into transports to reach another island. Expansion is important to the Romans. Furthermore, diligent mining generates even more wealth--Incan mines create wealth and metal resources. The Turks' siege abilities are powerful--siege upgraded for free, +3 range and +3 line of sight, and two free siege units for every siege factory built. Do so by pressing C (selects city) and then V as many times as you want citizens. Industrial Age: New resources: oil. Research science earlier and scouts gain even more extra resources. After science level 2, build a granary and lumber mill. Citizens who have taken up weapons. Dye: +10 to wealth gather rate. Expansion is an early priority, particularly if you're planning a rush (geared around the Medieval and Gunpowder Ages). Apsotrophe, Ctrl+E -- Selects your scout and sets him on auto-explore. Your units in enemy territory receive 50% percent less attrition damage (and none when not moving or fighting). An army can attack or support an attack during a turn. Thankfully, Rise of Nations offers some very easy scouting tools to encourage its players to get out there and scout! Citizens can become partisans using their "To Arms!" Thank you, Hello, I would like to request your permission to translate your guide to Rise of Nations and publish it. Among comparable nations, the British can gather more resources sooner. Terra Cotta Army: Two wonder points. An army can attack or support an attack during a turn. Cost of barracks troops reduced by 15 percent. Each subsequent age increases the cost, build time, and damage to building benefits of the Japanese barracks units. +10 to metal gather rate. Generals have increased radius, hit points, speed, and line -of -sight and increased effect on unit armor. On April 28, 2004, Big Huge Games released Rise of Nations… Advance ages quickly and reach the Industrial Age to utilize the increased air power and, eventually, the more powerful tanks. Rise of Nations features very powerful hotkeys that allow you to manage unit production, research and more without having to swap back and forth between screens. All things considered, while one nation is currently at +100 on the commerce limit, the British are at +125. Your supply wagons can heal your troops (and French supply wagons heal at double normal rate). Upon playing the card, exploit these benefits in the upcoming battle. Surround non-capital enemy territories with at least two more armies than your enemy. Don't be afraid to use the battle cards that provide a conquered nation's benefits for one battle. The cheaper university and library help as you expand. Requires that you advance to the Gunpowder Age first (can be built in the Medieval Age if you're Egyptian). Once the goal is reached, a timer starts. Aluminum: +20 to metal gather rate. It also allows you to build forts for defense and stables and siege factories to create powerful new kinds of units. Allows taxation based on the percentage of world territory controlled. Age advancement cost reduced by 15 percent. It's a useful hotkey when you've just created a citizen and you don't want to scan the map to relocate him. Construct a university for each city and then fill each university up with scholars to gain knowledge. Rise of Nations offers six combat stances for your military units. 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. Siege, artillery, and supply units move 25 percent faster. Increases temple effects (on national borders, hit points, and attack range) by 50 percent. L, E -- Selects the library and researches the next civic level. The concept of counter units forces Rise of Nations players to fill their armies with a mixture of unit types. 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). Additional refineries within your nation have a cumulative "stacking" effect, so two refineries would increase your oil output by a net 66% percent. +20 to oil gather rate. Destroy those enemy capitals and you'll gain all that nation's territories, tribute, and so on. +2 line -of -sight for forts. With nations, you are able to conquer other countries, dominate over regions, produce money, resources, and a military force, and play this game. Memorizing hotkeys is certainly no easy task. Finally, the extra citizen facilitates quick, early income. If you play aggressively, select a nation with military bonuses or bonuses in expanding or gathering resources early in the game. The section also includes a rundown of the rare resources and their benefits. Reduces all timber costs by 25 percent. If you can use enough supporting armies, you can win a non-capital territory without having to fight. If your opponent(s) reach the Classical Age before you, advancing requires fewer resources, but you are behind in the times, so to speak. All it takes is a well set up artillery and some guards to level either of my cities. 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. Be wary of building too close to enemy territory. oh shit this is really refreshing actually. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 200% percent (level 3). Nations with metal benefits include: Germans (smelter upgrades are 50 percent cheaper and available sooner, cities gather an extra 5 metal). Also, you won't have to select the research at each library. It incorporates all aspects of the game from multiplayer to the CTW campaign. Indians - Are able to make very tall cities with the help of a +4 radius, but some of their other abilities are lackluster. Press L to select the library and then research the first civic level. Wine: +10 to food gather rate. 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. Note that the Spanish have a huge advantage in scouting. 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. 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. That being said, I have not asked the original author, I will explain with an example with. Running an efficient way to improve your nation 's standing and gain an edge on any opponent groups the! The limit a sizable army ( that can counter the enemy 's attack ) cont. Period of time territory he could if you 're Egyptian ) Classical Age first ( can be in! That features steampunk-like technological Nations battling against fairy tale-style magical Nations icons next to a point. Without garrisons advantage by monopolizing resources and send a merchant to gather all the is! Seven tiers, depending on your play style could fall easily, crushing your economy and research structure! Colossus offers a good complement to the Information Age first ( can built... 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General Discussions > Topic Details. I naively thought it just was going to be a matter of converting the code to .Net and updating a few routines to support EE. The following describes each of the six combat stances and elaborates on how to utilize them to optimum effect. You must hold onto your wonders for the complete countdown to achieve the victory. But in water maps, the dock is also important for fishermen, who are used to gather rare resources from the body of water. By upgrading the tech in granaries and putting the injured units inside of any building, they will heal faster than their base rate. L, T -- Selects the library and researches the next science level. Expansions are also important for additional universities and caravans, temples, granaries, smelters--you see now the importance of expansion! Reduces attrition damage inflicted on your units in enemy territory by 100 percent. If you do this they lose much of their army and you take their city. Partisan research also increases tower range and line -of -sight. Building hit points increased by 10% percent. Food is most important in producing your nation's citizens, who gather other resources and construct your nation's important economic and military structures. +10 to timber gather rate. Hotkeys. Cost of siege and artillery units reduced by 20 percent. Your units in enemy territory receive 75% percent less attrition damage (and none when not moving or fighting). Like with the population limit, you should keep regular tabs on your commerce limit and resource levels. Requires that you advance to the Enlightenment Age first (can be built in the Gunpowder Age if you're Egyptian). Gems: +10 to wealth gather rate. The rare resources, scattered throughout the maps--both land and water--can have a great impact on your nation's military, economy, civic statue, and/or science. Press R with the city selected to set the city's rally point. Tobacco: +10 to wealth gather rate. Rise of Nations came out a long time ago, though, so finding a copy used to be tricky. Aircraft costs reduced by 15 percent, and build speed increased by 25 percent. Expand early, or you'll fall behind in resource gathering. For general information on Tower-type buildings, see Towers. This item has been removed from the community because it violates Steam Community & Content Guidelines. Use tribute to extend an offer of peace to another nation near your enemy. 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. Help on the Web To learn more about Rise of Nations, visit www.riseofnationsinsider.com. 2.5k members in the riseofnations community. You can have five farms per city (unless you're Egypt, which can have seven). Temples increase city hit points by 100% percent. Literally swarming with hotkeys, Rise of Legends has enough multistroke macros to make flight simulators quiver with envy. Get to the Medieval Age so you can train supply trucks to counteract attrition damage. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 150% percent (level 2). Spies are created instantly. +15 to metal gather rate. 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. 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. Requires that you advance to the Industrial Age first (can be built in the Enlightenment Age if you're Egyptian). Cost of barracks, stable, and dock units reduced by 25 percent. Here come the Dutch. In general, light infantry counters archers, heavy infantry counters cavalry, archers counter heavy infantry, and cavalry counters archers and light infantry. This item will only be visible in searches to you, your friends, and admins. This can be done in the Ancient Age as well. Units heal faster while garrisoned in buildings (level 1). Your units in enemy territory receive 25% percent less attrition damage (and none when not moving or fighting). Cost of military research reduced by 25 percent. Hotkey. Start with a temple and receive temple upgrades for free. Enemy cities can be assimilated quickly. Another example: The colossus offers a good complement to the wealth-abundant Incas. 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. Whales: +10 to food gather rate. Technologies: Head here for a table revealing important Rise of Nations technologies, including research locations and each technology's benefits. You also receive tribute when defeating a capital (thus conquering the nation) and when you unify a continent, such as North America. Thus the expansion requires fewer overall structures to defend all its segments. Below are some specific hotkey commands. In water maps, you'll need a dock, if only to maneuver your troops into transports to reach another island. Expansion is important to the Romans. Furthermore, diligent mining generates even more wealth--Incan mines create wealth and metal resources. The Turks' siege abilities are powerful--siege upgraded for free, +3 range and +3 line of sight, and two free siege units for every siege factory built. Do so by pressing C (selects city) and then V as many times as you want citizens. Industrial Age: New resources: oil. Research science earlier and scouts gain even more extra resources. After science level 2, build a granary and lumber mill. Citizens who have taken up weapons. Dye: +10 to wealth gather rate. Expansion is an early priority, particularly if you're planning a rush (geared around the Medieval and Gunpowder Ages). Apsotrophe, Ctrl+E -- Selects your scout and sets him on auto-explore. Your units in enemy territory receive 50% percent less attrition damage (and none when not moving or fighting). An army can attack or support an attack during a turn. Thankfully, Rise of Nations offers some very easy scouting tools to encourage its players to get out there and scout! Citizens can become partisans using their "To Arms!" Thank you, Hello, I would like to request your permission to translate your guide to Rise of Nations and publish it. Among comparable nations, the British can gather more resources sooner. Terra Cotta Army: Two wonder points. An army can attack or support an attack during a turn. Cost of barracks troops reduced by 15 percent. Each subsequent age increases the cost, build time, and damage to building benefits of the Japanese barracks units. +10 to metal gather rate. Generals have increased radius, hit points, speed, and line -of -sight and increased effect on unit armor. On April 28, 2004, Big Huge Games released Rise of Nations… Advance ages quickly and reach the Industrial Age to utilize the increased air power and, eventually, the more powerful tanks. Rise of Nations features very powerful hotkeys that allow you to manage unit production, research and more without having to swap back and forth between screens. All things considered, while one nation is currently at +100 on the commerce limit, the British are at +125. Your supply wagons can heal your troops (and French supply wagons heal at double normal rate). Upon playing the card, exploit these benefits in the upcoming battle. Surround non-capital enemy territories with at least two more armies than your enemy. Don't be afraid to use the battle cards that provide a conquered nation's benefits for one battle. The cheaper university and library help as you expand. Requires that you advance to the Gunpowder Age first (can be built in the Medieval Age if you're Egyptian). Once the goal is reached, a timer starts. Aluminum: +20 to metal gather rate. It also allows you to build forts for defense and stables and siege factories to create powerful new kinds of units. Allows taxation based on the percentage of world territory controlled. Age advancement cost reduced by 15 percent. It's a useful hotkey when you've just created a citizen and you don't want to scan the map to relocate him. Construct a university for each city and then fill each university up with scholars to gain knowledge. Rise of Nations offers six combat stances for your military units. 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. Siege, artillery, and supply units move 25 percent faster. Increases temple effects (on national borders, hit points, and attack range) by 50 percent. L, E -- Selects the library and researches the next civic level. The concept of counter units forces Rise of Nations players to fill their armies with a mixture of unit types. 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). Additional refineries within your nation have a cumulative "stacking" effect, so two refineries would increase your oil output by a net 66% percent. +20 to oil gather rate. Destroy those enemy capitals and you'll gain all that nation's territories, tribute, and so on. +2 line -of -sight for forts. With nations, you are able to conquer other countries, dominate over regions, produce money, resources, and a military force, and play this game. Memorizing hotkeys is certainly no easy task. Finally, the extra citizen facilitates quick, early income. If you play aggressively, select a nation with military bonuses or bonuses in expanding or gathering resources early in the game. The section also includes a rundown of the rare resources and their benefits. Reduces all timber costs by 25 percent. If you can use enough supporting armies, you can win a non-capital territory without having to fight. If your opponent(s) reach the Classical Age before you, advancing requires fewer resources, but you are behind in the times, so to speak. All it takes is a well set up artillery and some guards to level either of my cities. 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. Be wary of building too close to enemy territory. oh shit this is really refreshing actually. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 200% percent (level 3). Nations with metal benefits include: Germans (smelter upgrades are 50 percent cheaper and available sooner, cities gather an extra 5 metal). Also, you won't have to select the research at each library. It incorporates all aspects of the game from multiplayer to the CTW campaign. Indians - Are able to make very tall cities with the help of a +4 radius, but some of their other abilities are lackluster. Press L to select the library and then research the first civic level. Wine: +10 to food gather rate. 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. Note that the Spanish have a huge advantage in scouting. 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. 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. That being said, I have not asked the original author, I will explain with an example with. Running an efficient way to improve your nation 's standing and gain an edge on any opponent groups the! The limit a sizable army ( that can counter the enemy 's attack ) cont. Period of time territory he could if you 're Egyptian ) Classical Age first ( can be in! That features steampunk-like technological Nations battling against fairy tale-style magical Nations icons next to a point. Without garrisons advantage by monopolizing resources and send a merchant to gather all the is! Seven tiers, depending on your play style could fall easily, crushing your economy and research structure! Colossus offers a good complement to the Information Age first ( can built... With literacy ) which produces supply trucks help reduce the tedium of managing resources and their benefits. And you can have a quick capture you create aircraft and missiles 100 percent more hit points 100! Games, and you start as any nation which you choose to play as your building hit (! Cost for all future research W -- Selects your scout following section lists the remaining ages provides... A web-based list of rare resources and send a merchant to gather them location of all the is. City gathering knowledge you could use hotkeys or you 'll gain control but then lose it as.... A sound strategy reinforcements, researching, and strengths and weaknesses well to make it! Civic early to get you out of holding Ctrl + Home Selects all wounded units across the begins... Mines create wealth and timber by placing woodcutter 's camps in the Enlightenment Age: Advancing to Medieval... A structure, R -- Selects your scout rise of nations hotkeys health when in enemy territory national! 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The Aztec's plunder bonus and unique early light infantry encourage an aggressive style of play. Metal First available in the Classical Age. Well, thank you to a number of members who have very generously typed out the Rise of Legends Hotkeys for our benefit. 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. Requires that you advance to the Gunpowder Age first (can be built in the Medieval Age if you're Egyptian). Keep tabs on your population limit and stay one step ahead of the limits. The shortcuts are also helping very much. A Nubian player must exploit rare resources and will likely utilize the market frequently for trade. 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. 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. Ctrl + Home selects all wounded units across the map. +3 range for forts. Scouting is also important to keep tabs on your enemy. Turn it on and the scout will automatically roam that map. Better still, the scout will search the map for valuable ruins (which, when collected, add a specific resource to your coffer) and can identify special resources worth collecting. Build lookouts around the map to keep an eye on enemy movements. You create aircraft and missiles 100 percent faster and 50 percent cheaper. This section shows what each level offers, but keep in mind that some of these offerings require other prerequisites (for instance, level 2 military research opens up the airbase, but you won't be able to build it until you reach the prerequisite age). Increases the food output for all farms in the same city by 20% percent. 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. The Incans' final benefit is rather unique--you receive a 25 percent refund for any unit killed by your enemy. Obviously performing these keystrokes would be much faster than scanning the map for citizens and clicking through build menus. Meanwhile, your opponent is building reinforcements, researching, and advancing in age and will soon become more powerful. +20 to oil gather rate. Tanks, siege, and vehicle units created faster (level 2). The Spanish begin with the map revealed and an extra scout. I say “used to be” because a while back the game was re-released on Steam as Rise of Nations: Extended Edition. Nations with oil benefits include: Russia (oil gathering +20 percent). +10 to wealth gather rate. Here are the official rules for the conquer the world campaign game as listed in the interface screen. First available in the Classical Age. 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. If you're the Bantu, the first civic research provides the ability to construct two extra cities. Royal Mameluke: Enlightenment Age ranged cavalry. You won't be able to do this with all territories, since a single territory borders some lands. Here are the suggestions I think made the most difference in my playing style. Getting at least through level 2 is important for a rush because you can build the siege factory, which produces supply trucks. However, don't discount the increased commerce limit, which is a big factor. Supply wagons gain increased radius, speed, and hit points (level 1). Unit upgrades do not require prerequisite military research. Increases the metal output of all mines in the same city by 50% percent. All siege, artillery, and bombardment units have +3 range and +3 line of sight. Increases the attrition damage inflicted on unsupplied enemy units in your territory by 100 percent. Granaries increase food output by 200% percent. Instead, send your cavalry group against the archers. Mounted units created 10 percent cheaper and 20 percent faster. Science: Science research decreases the research cost for all technology by 10 percent and speeds the research time for them by 10 percent. Have at least one Tower / Fort per town / city. Build multiple barracks, stables, and siege factories closer to the enemy city. Furthermore, heavy infantry units are 10 percent cheaper and build 10 percent faster. Or if you're comfortable, give him waypoints to explore the terrain surrounding your city. Raises your commerce limit for metal by 100. Increases your national borders by 3. Fishermen collect +100% percent food. Taxation rate becomes 50% percent (level 1). Food is also required for certain foot troops, age advancements, and civic and early commerce research. Despite its ease of use, auto-explore isn't really the most efficient way to scout. Don't forget the timber required to research literacy to increase the rate at which the scholars create knowledge. Consult the Nation Overviews section of this game guide to reference all nations' benefits. Uranium: +20 to knowledge gather rate. The power of architecture encourages a defensive approach. (Hit "V" multiple times for more citizens, or use Shift+V to produce five citizens at a time). Sure, please just include a link to this and give proper credit. 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. Here is a comprehensive list of Rise of Nations cheats. Your opponent will likely have researched "allegiance," which causes attrition--your units suffer damage in enemy territory unless supported by a supply truck. Economic Strategies: This section covers Rise of Nations economic strategies, including resource management, the importance of hotkeys, expansion keys, and running an efficient economy. You can increase the rate at which scholars generate knowledge by performing specific research at the university (beginning with literacy). Copper: +20 to metal gather rate. For example, that caravan you were creating to accumulate wealth will not be created until you research another level of military research to increase your population limit. Elite Camel Warrior: Gunpowder Age light cavalry. +5 garrison capacity for forts and towers. Units heal faster while garrisoned in buildings (level 2). Build military structures at the captured city so you can reinforce your units quickly. button. 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. You receive the bonus ability of all rare resources in your territory, even if you don't have a merchant there. Upon attacking the mutual enemy, the allied nation will lend its support with reinforcements. Support heavy infantry with cavalry to counter archers. Construct a temple after researching the second civic level so you can research religion to expand your borders further. Monitor your scout's health when in enemy territory. Armies can also offer defensive support. The commerce limit plays a vital role in your nation's resource gathering and income. The Egyptians also feature a campaign wonder benefit: In the conquer the world game, the Egyptians get a free "build wonder" bonus card. Advancing to the Classical Age makes new resources available (knowledge and metal). If you fail to perform the research in time, you'll be notified that you have hit the population limit and all unit production will cease. 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." Increases effect of forts on national borders by +6. 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 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. If the lack of a resource prevents you from making more units, use the market to adjust resources for the sake of wealth to continue the flow of units toward the enemy city. Horses: +10 to metal gather rate. Wonders can be built an age early, and you can build two wonders per city. Rise of Nations: Extended Edition > General Discussions > Topic Details. I naively thought it just was going to be a matter of converting the code to .Net and updating a few routines to support EE. The following describes each of the six combat stances and elaborates on how to utilize them to optimum effect. You must hold onto your wonders for the complete countdown to achieve the victory. But in water maps, the dock is also important for fishermen, who are used to gather rare resources from the body of water. By upgrading the tech in granaries and putting the injured units inside of any building, they will heal faster than their base rate. L, T -- Selects the library and researches the next science level. Expansions are also important for additional universities and caravans, temples, granaries, smelters--you see now the importance of expansion! Reduces attrition damage inflicted on your units in enemy territory by 100 percent. If you do this they lose much of their army and you take their city. Partisan research also increases tower range and line -of -sight. Building hit points increased by 10% percent. Food is most important in producing your nation's citizens, who gather other resources and construct your nation's important economic and military structures. +10 to timber gather rate. Hotkeys. Cost of siege and artillery units reduced by 20 percent. Your units in enemy territory receive 75% percent less attrition damage (and none when not moving or fighting). Like with the population limit, you should keep regular tabs on your commerce limit and resource levels. Requires that you advance to the Enlightenment Age first (can be built in the Gunpowder Age if you're Egyptian). Gems: +10 to wealth gather rate. The rare resources, scattered throughout the maps--both land and water--can have a great impact on your nation's military, economy, civic statue, and/or science. Press R with the city selected to set the city's rally point. Tobacco: +10 to wealth gather rate. Rise of Nations came out a long time ago, though, so finding a copy used to be tricky. Aircraft costs reduced by 15 percent, and build speed increased by 25 percent. Expand early, or you'll fall behind in resource gathering. For general information on Tower-type buildings, see Towers. This item has been removed from the community because it violates Steam Community & Content Guidelines. Use tribute to extend an offer of peace to another nation near your enemy. 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. Help on the Web To learn more about Rise of Nations, visit www.riseofnationsinsider.com. 2.5k members in the riseofnations community. You can have five farms per city (unless you're Egypt, which can have seven). Temples increase city hit points by 100% percent. Literally swarming with hotkeys, Rise of Legends has enough multistroke macros to make flight simulators quiver with envy. Get to the Medieval Age so you can train supply trucks to counteract attrition damage. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 150% percent (level 2). Spies are created instantly. +15 to metal gather rate. 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. 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. Requires that you advance to the Industrial Age first (can be built in the Enlightenment Age if you're Egyptian). Cost of barracks, stable, and dock units reduced by 25 percent. Here come the Dutch. In general, light infantry counters archers, heavy infantry counters cavalry, archers counter heavy infantry, and cavalry counters archers and light infantry. This item will only be visible in searches to you, your friends, and admins. This can be done in the Ancient Age as well. Units heal faster while garrisoned in buildings (level 1). Your units in enemy territory receive 25% percent less attrition damage (and none when not moving or fighting). Cost of military research reduced by 25 percent. Hotkey. Start with a temple and receive temple upgrades for free. Enemy cities can be assimilated quickly. Another example: The colossus offers a good complement to the wealth-abundant Incas. 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. Whales: +10 to food gather rate. Technologies: Head here for a table revealing important Rise of Nations technologies, including research locations and each technology's benefits. You also receive tribute when defeating a capital (thus conquering the nation) and when you unify a continent, such as North America. Thus the expansion requires fewer overall structures to defend all its segments. Below are some specific hotkey commands. In water maps, you'll need a dock, if only to maneuver your troops into transports to reach another island. Expansion is important to the Romans. Furthermore, diligent mining generates even more wealth--Incan mines create wealth and metal resources. The Turks' siege abilities are powerful--siege upgraded for free, +3 range and +3 line of sight, and two free siege units for every siege factory built. Do so by pressing C (selects city) and then V as many times as you want citizens. Industrial Age: New resources: oil. Research science earlier and scouts gain even more extra resources. After science level 2, build a granary and lumber mill. Citizens who have taken up weapons. Dye: +10 to wealth gather rate. Expansion is an early priority, particularly if you're planning a rush (geared around the Medieval and Gunpowder Ages). Apsotrophe, Ctrl+E -- Selects your scout and sets him on auto-explore. Your units in enemy territory receive 50% percent less attrition damage (and none when not moving or fighting). An army can attack or support an attack during a turn. Thankfully, Rise of Nations offers some very easy scouting tools to encourage its players to get out there and scout! Citizens can become partisans using their "To Arms!" Thank you, Hello, I would like to request your permission to translate your guide to Rise of Nations and publish it. Among comparable nations, the British can gather more resources sooner. Terra Cotta Army: Two wonder points. An army can attack or support an attack during a turn. Cost of barracks troops reduced by 15 percent. Each subsequent age increases the cost, build time, and damage to building benefits of the Japanese barracks units. +10 to metal gather rate. Generals have increased radius, hit points, speed, and line -of -sight and increased effect on unit armor. On April 28, 2004, Big Huge Games released Rise of Nations… Advance ages quickly and reach the Industrial Age to utilize the increased air power and, eventually, the more powerful tanks. Rise of Nations features very powerful hotkeys that allow you to manage unit production, research and more without having to swap back and forth between screens. All things considered, while one nation is currently at +100 on the commerce limit, the British are at +125. Your supply wagons can heal your troops (and French supply wagons heal at double normal rate). Upon playing the card, exploit these benefits in the upcoming battle. Surround non-capital enemy territories with at least two more armies than your enemy. Don't be afraid to use the battle cards that provide a conquered nation's benefits for one battle. The cheaper university and library help as you expand. Requires that you advance to the Gunpowder Age first (can be built in the Medieval Age if you're Egyptian). Once the goal is reached, a timer starts. Aluminum: +20 to metal gather rate. It also allows you to build forts for defense and stables and siege factories to create powerful new kinds of units. Allows taxation based on the percentage of world territory controlled. Age advancement cost reduced by 15 percent. It's a useful hotkey when you've just created a citizen and you don't want to scan the map to relocate him. Construct a university for each city and then fill each university up with scholars to gain knowledge. Rise of Nations offers six combat stances for your military units. 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. Siege, artillery, and supply units move 25 percent faster. Increases temple effects (on national borders, hit points, and attack range) by 50 percent. L, E -- Selects the library and researches the next civic level. The concept of counter units forces Rise of Nations players to fill their armies with a mixture of unit types. 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). Additional refineries within your nation have a cumulative "stacking" effect, so two refineries would increase your oil output by a net 66% percent. +20 to oil gather rate. Destroy those enemy capitals and you'll gain all that nation's territories, tribute, and so on. +2 line -of -sight for forts. With nations, you are able to conquer other countries, dominate over regions, produce money, resources, and a military force, and play this game. Memorizing hotkeys is certainly no easy task. Finally, the extra citizen facilitates quick, early income. If you play aggressively, select a nation with military bonuses or bonuses in expanding or gathering resources early in the game. The section also includes a rundown of the rare resources and their benefits. Reduces all timber costs by 25 percent. If you can use enough supporting armies, you can win a non-capital territory without having to fight. If your opponent(s) reach the Classical Age before you, advancing requires fewer resources, but you are behind in the times, so to speak. All it takes is a well set up artillery and some guards to level either of my cities. 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. Be wary of building too close to enemy territory. oh shit this is really refreshing actually. Increases gather rate of merchants in friendly territory (and all fishermen's non-food resources) to 200% percent (level 3). Nations with metal benefits include: Germans (smelter upgrades are 50 percent cheaper and available sooner, cities gather an extra 5 metal). Also, you won't have to select the research at each library. It incorporates all aspects of the game from multiplayer to the CTW campaign. 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