At Call of Duty Championship 2014, the team would be placed in Group F with Vitality.Rises, Wizards e-Sports Club and Brazil 5 Stars. They made easy work of these three international teams by winning all three series with a map count of 9-2. In WBR1, Rise took down VexX Revenge 3-1 before losing to Trident T1 Dotters in game 5 round 10. In the Losers Bracket, Rise would defeat TCM-Gaming 3-2 but ultimately fall to Strictly Business 3-1 in LBR3 to be eliminated from the tournament. They took home a 7th Place finish and $35,000.

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An expansion titled Rise of Nations: Thrones and Patriots, was released in 2004, featuring additional monuments, nations, governments, and campaigns. A spin-off title with a fantasy theme, Rise of Legends, was released in 2006. Big Huge Games was acquired by 38 Studios in 2009, who sold the rights to Rise of Nations to Microsoft following their closure in 2012. Rise of Nations was published by Microsoft as a digital re-release as Rise of Nations: Extended Edition by developer SkyBox Labs in 2014 for Steam and Xbox.

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 (with the exception of the Lakota). A nation's borders can be expanded by the creation and expansion of cities and forts, a technology tree, and obtaining access to certain rare resources. Other technologies and resources cause enemy units within a nation's borders to suffer attrition over time, which can eventually destroy an unsupplied invasion force.

Any of the game's nations can be played during any age, regardless of that nation's fate throughout actual history. Each of the 18 civilizations in Rise of Nations has 4 to 8 unique units. Some unique units are based on units that those nations would have, if they were not destroyed in real-life. 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. There are 4 end conditions: capture, territorial superiority, wonder victory, or score victory.

A single-player campaign, Conquer the World, is included in the game. It is comparable to the board game Risk, except that attacks are resolved with a real-time battle, which can last as long as 90 minutes depending upon the scenario. The player can also purchase reinforcements or bonus cards and engage in diplomacy with other nations. Bonus cards and reinforcement cards must be deployed from the Map screen. If the Player attacks a Nation's capital from the Map screen and wins, all of the territory belonging to that Nation come under the control of the Player and that Nation is eliminated. The campaign starts at the Ancient Age and progresses slowly over the course over the campaign to end at the Information Age (present day). During a battle it may be possible to advance to the next available age and upgrade units for the battle.

Unit types, such as Light Infantry, Heavy Infantry, and Ranged Cavalry, can be upgraded as the player advances through the ages. These upgrades usually represent revolutionary changes in their particular field. For example, the Arquebusier of the Gunpowder Age becomes the Musketeer of the Enlightenment Age, representing the great advantage of flintlock muskets over the earlier matchlock muskets and showing increased attack power and reload speed. Also, each nation gets its own set of unique units. For example, the Greeks can build Companion cavalry; the Russians can build Red Guards infantry and T-80 tanks; the British can build Longbowmen, Highlanders, and Avro Lancaster Bombers; and the Germans get the Tiger and Leopard tanks. In the Thrones and Patriots expansion pack, the Americans can build various Marine units.

In August 2000, Big Huge Games secured a publishing deal with Microsoft to develop multiple titles.[6] The game was announced as the flagship project of Big Huge Games and showcased at the Microsoft International Games Festival at Las Vegas in February 2002.[7] Previews of Rise of Nations were also shown by Microsoft at several events, including Gen Con in August 2002,[8] and E3 in May 2003.[9] Microsoft released a public beta of Rise of Nations in February 2003 with a competition to receive one of 1,000 beta copies of the game.[10] In March 2003, Microsoft announced a minor delay of the game from the originally planned release date of April 22 to May 20 to allow the development team to refine the game.[11] The gold master of Rise of Nations was finalised in April 2003, and released on May 20 for North America and May 23 for Europe.[12]

The development process for Rise of Nations involved considerable use of "prototyping and iteration" to introduce novel features to the real-time strategy format.[13] Lead developer Brian Reynolds stated that the game was developed by brainstorming "ten random ideas" of "cool things to do in a real-time game...those things that didn't work we took out, and some of them worked really well." Reynolds stated that the inclusion of attrition, national borders, and city capture were features adopted from the turn-based strategy game genre. One idea abandoned in early development, the inclusion of different models of government, later became a core component of the Thrones and Patriots expansion.[14] In other areas, prototyping led to refining and "radical scaling back" aspects of gameplay that were not working, including a complex technology tree, described by Reynolds as "a disaster" and "totally unworkable", simplifying the design of technology to be "more distinct" and "exclusive".[13]

The soundtrack of Rise of Nations was composed by Duane Decker, who had previously worked on sound for the MechWarrior series of games. Decker described the soundtrack as a "combination of world music with unique cinematic music styles", featuring "some very expressive performances on rare, ethnicinstruments and mixes in modern elements."[16] Decker's composition process involved considerable research of "unfamiliar" world music styles, stating "I listened to everything from Irish whistle, to Russian balalaika, to Tuvan throat singers",[17] and was composed as a combination of sampled and live instruments.[18] A DVD of the soundtrack, containing a Dolby Digital 5.1 and DTS 5.1 surround sound stereo mix of the game opening cinematics, and production interviews, was released on June 24, 2003.[16] The soundtrack was released by Sumthing Else, the company of musician and executive producer, Nile Rodgers, who had expressed interest in releasing soundtracks of Microsoft titles.[16] The soundtrack is unique as the first video game soundtrack to be released on the DVD format in surround sound.[19]

Rise of Nations received a unanimously positive reception from critics, with review aggregation website Metacritic stating the game received "generally favorable reviews" at an average score of 89%.[22] Many critics praised the innovative design of the game for its fusion of real-time strategy game with turn-based strategy features. Writing for Eurogamer, Rob Fahey praised the game as an "innovative and massively enjoyable strategy title that incorporates many of the best elements of two well-loved genres...and this combination has yielded one of the most accessible, playable and deep strategy games of all time."[25] Elliott Chin of GameSpot stated the "two distinct styles of strategy have come together in the form of a truly excellent game", stating "what really sets Rise of Nations apart are all the new concepts it introduces..(making) the game deeper and in many ways more enjoyable than any other real-time strategy game to date."[2] PC Gamer stated that "Rise of Nations genuinely pushes the genre forward by introducing, and then perfectly using, some very cool gameplay mechanics such as the impact of national borders, attrition, alliances, and how cities are captured."[32]

Some critics of the game noted that Rise of Nations lacked depth in its variety of ages and nations due to the broad scope of the game. GameSpy remarked that the game was "bloated with features, options and units."[29] Game Informer critiqued the variation of abilities across nations, stating "such a varied array of nationalities is a beautiful thing, but not all nations are created equal. Some have excellent bonuses incorporated with them, and others are decidedly ho-hum."[26] Similarly IGN stated "yes, there are many races available, but none of them have a personality as such...(they) look the same, since they only employ three different graphic sets...so the racial distinctions feel abstract, rather than part of an immersive experience."[31] However, John Dewhurst for PC PowerPlay noted that "harsh critics could label its diversity too light to be truly immersive and they may have a point. However, for once, a game trying to do too many things is its greatest asset."[33]

On April 28, 2004, Big Huge Games released the expansion pack Rise of Nations: Thrones and Patriots. The game includes several additional nations, units, wonders, and campaigns, and new features, including the selection of governments that influence gameplay mechanics.[46] In October 2004, a Gold Edition of the game was released for Windows and Macintosh, combining the original game with the Thrones and Patriots expansion.[47] be457b7860

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