Rise of Nations: Difference between revisions

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On April 28, 2004, Big Huge Games released ''Rise of Nations: Thrones and Patriots'', an expansion pack. Later that year, a Gold edition of ''[[Rise of Nations]]'' was released, which included both the original and the expansion. In 2006, a [[Spiritual Successor]], ''Rise of Nations: [[Rise of Legends]]'' was released, but instead of a historical game, ''Rise of Legends'' turned more towards fantasy elements, creating a world where fantasy and technology coexisted.
 
The original game and ''Thrones and Patriots'' were given an [[Updated Rerelease]] as ''Rise of Nations: Extended Edition'' in 2014. Released on [[Steam]], it includes several enhancements such as HD graphics, streamlined multiplayer and streaming support.
 
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{{tropelist}}
* [[A-Team Firing]]: Asian "Partisans", who look suspiciously like [[The Vietnam War|Viet Cong]], cannot shoot a machine gun to save their lives (even though they often need to for that very reason). Like an untrained civilian probably ''would'', they can't control the gun because of recoil and fire randomly. They still hit their targets 100% of the time, though...
* [[Alternate History]]: Some campaigns in ''Thrones and Patriots'' (especially those relating to Alexander the Great, Napoleon, and the Cold War) can (and often will) become this if you deviate from what happened historically, (ineven to a degree anticipating such scenarios. In the Cold War campaign, for example, you can get the Bay of Pigs invasion to succeed in deposing Castro and intervene in Prague Spring for the US; for the Soviets you can take a more active than historical role in the Korean War and unite the Koreas under Kim Il-Sung and defeat NATO and subsume Western Europe into the Warsaw Pact as your puppet without nuclear war.<ref>This will cause Canada and Australia to join the US proper.</ref>)
** Interestingly, the Napoleon campaign alludes to this happening offscreen, if you pay attention to the Wonders you control. Assuming you do well enough, you're given wonders from Southeast Asia (French Indochina being formed decades early) and Mexico (French victory in the [[wikipedia:French intervention in Mexico|Franco-Mexican War]]).
** Some civilizations like the Aztecs, Bantu, and Inca have access to late game unique units, long after their respective societies had fallen in real life.
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* [[Cosmetically Different Sides]]: Ultimately subverted. Each nation has the exact same unit lineup. However, each nation ''also'' has three or four unique units that replace something ''in'' that lineup. For example, the Americans have Marines, the Germans have Tiger Is and the Mexicans have Atl-Atl Throwers for Javelineers. In addition, there are unique national powers that provide various bonuses to each nation.
** Also, each nation's normal unit may tend to different from the others'. Japanese Modern Age fighters for instance have (not always red) [[wikipedia:Mitsubishi A6M Zero|circles on their wings]] and French fighters have [[wikipedia:Dassault Mirage 2000|tailless delta wings]]. Industrial Age German riflemen can also be seen donning dark gas masks, while Modern Age Indian infantry are clearly based on Gurkhas.
** Certain factions like the Americans and Koreans even have aesthetic styles for their units or architecture that are exclusive only to them.
* [[Crosshair Aware]]: The target of a nuclear missile is shown on everybody's minimap. Most units are too slow however to actually avoid the blast if they are anywhere near the center of the blast. Deployed artillery is completely screwed regardless.
* [[Damage Is Fire]]
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* [[Fanfare]]: The game plays victorious fanfares whenever you are winning a battle, and during the victory debriefing screen.
* [[Firewood Resources]]
* [[From Nobody to Nightmare]]: The [[Eagle Land|Americans]] in the New World campaign start out as a small group of colonies subjugated by the British that no other nation (including the natives) taketakes seriously and simply get dismissed as a "nation of shopkeepers"." Even after you gain independence, they are still not considered a threat since everyone were convinced that their democratic form of government will surely collapse in chaos. By the end of the campaign, if you go by the American victory condition, they will have united all of North America and driven all European imperial powers off the Western Hemisphere.
* [[4X]]: A real time strategy version of this.
* [[Garrisonable Structures]]: Citizens can be ordered to take cover, at which time they will garrison themselves in a nearby city or tower, and use guns or bows to defend themselves. Scholars generate the Knowledge resource when garrisoned in a University, and can be moved from one to the next. Oil platforms require a worker to garrison him/herself inside to function.
* [[Geo Effects]]: The major one being attrition: units in enemy territory suffer damage over time. The Russians have a "Russian Winter" perk that means this applies much more on their land.
* [[Glass Cannon]]: The Katyushas and just about any Artillery Weapons available.
* [[Instant Win Condition]]: It's possible to do this, depending on your game settings or unique bonuses.
* [[Invaded States of America]]: Besides starting a [[Nuke'Em|nuclear war]] with them, the Soviets can also stage a conventional invasion of the United States during the Cold War.
* [[Invisible Wall]]: Averted, in a funny way. The edge of the map is literally the edge of a map.
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* [[Nonstandard Game Over]]: There are two types of defeat - the normal sort, when your opponent simply wins, and the Armageddon defeat, involving a nuclear holocaust.
** The [[Cold War]] campaign adds a few new ones involving strategic missiles: Winning the war with a nuclear strike gives you a [[What the Hell, Hero?]] combined with a [[Bittersweet Ending]] regarding the amount of civilians that died on both sides because of it. Having the same happen to you condemns you for choosing the complete destruction of your entire population over surrender and if both sides have enough strategic nukes to completely raze the other's territory, you get a special kind of Armageddon which is even snarkier about your strategy of conquest then the regular one. Conversely, all of the endings for winning, stalemating and losing the war the regular way congratulate you with avoiding the apocalypse.
** If you lose once in the Napoleon campaign, you wind up getting exiled only ([[Truth in Television|like in real life]]) to return and confront your own version of the Battle of Waterloo. Lose ''that'' though, and it's game over.
* [[Nuke'Em]]: Though too much of it could invoke [[Nonstandard Game Over]]. But hey, it looks really cool!
** There's also a cheat (hit Enter and type "cheat nuke") that causes a nuclear missile to drop on where your mouse is pointed.
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** To ''Rise of Nation'''s credit, while the campaigns play this trope straight, as you advance through different eras the names of the technologies are at least altered to match the time period (if still serving the same function).
* [[Risk-Style Map]]: The Conquer the World campaigns have a strategic map which looks very much like Risk maps, complete with Risk army pieces and bonus cards.
* [[Rock Beats Laser]]: Subverted. While somewhat less-advanced nations can still put up a fight, the wider the technological gap [[Reality Ensues|the more one-sided matters become]]. Thus unless it's in sheer size, "spear beat tank" moments become highly improbable.
* [[Scenery Porn]]: The landscapes are quite pretty, especially the Caribbean-esque archipelagos.
** Maps in the Conquer the World campaigns actually resemble (quite closely) the area they represent (a battle in Japan will take place on a map of Honshu, attacking Britain will require a dock built in the English Channel, etc.)
** The ''Extended Edition'' completely revamps the campaign overview maps such that they're even ''more'' of this.
* [[Schizo-Tech]]: You can have main battle tanks squaring off against crossbowmen and dragoons (leading to a [[Curb Stomp Battle]]). Also, although it's most likely going to be strategic suicide to focus on Science research rather than going up Ages and upgrading your troops, you can access electronics and computers while your men consider the arquebus to be the latest big thing.
* [[Slap-On-The-Wrist Nuke]]: Averted, for the most part. A single nuke can level an entire city and its surroundings. If the explosion still looks small, then that's because of [[Units Not to Scale|disproportionate unit sizes]].
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* [[Theme Music Power-Up]]
* [[Updated Rerelease]]: The ''Extended Edition''.
* [[United Nations Is a Super Power]]: The "World Government" [[Near Future]] tech makes occupying cities instantaneous for your nation, which implies that your country has effectively become the one running the planet.
* [[Units Not to Scale]]: Typical of an RTS game. A Main Battle Tank, for instance, is one third the size of its factory. A real army tank plant, on the other hand, takes several hundreds of acres. In the case of the [http://www.globalsecurity.org/military/facility/lima.htm Lima Army Tank Plant], the main production building is roughly the size of ''thirty'' football fields.
* [[Video Game Caring Potential]]: Not much, but it does make you feel kind of sad or like an [[We Have Reserves|inept, uncaring bastard]] when your Citizen, who you sent out with your army to make any emergency captured-city repairs, screams in agony and staggers away to die as the enemy [[Impaled with Extreme Prejudice|plugs her with a five-foot-long flaming ballista bolt]]–and it's all [[You Bastard|because of your tactical failures.]]