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.

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.


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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.

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]

Nations, more commonly referred to as states or countries, are the forefront element in Rise of Nations. Nations can be played by players or AI, which are referred to as "being played" and "AI controlled (nation)", respectively. Players can manage nations internally, by changing certain settings or configurations that can directly influence or affect crucial national elements, including the economy, government, military, etc. Players can also engage in many diplomatic actions to influence other nations, such as declaring war, forging alliances, creating puppets, and more.

In the game, there are a total of 239 starting nations categorized into seven tiers, ranging from minor powers to superpowers, in which the latter requires a set amount of XP to play as. The three base superpowers are: China, the United States, and India, with XP requirements in descending order.

Due to the nations marked as the "big three" on the global stage, each of these nations require at least over 100,000 XP to play as: 144,338 XP for India, 176,777 XP for the United States, and 250,000 XP for China. Despite the XP limitations, the ranking system orders the nations from greatest to least during the beginning of 2019: United States (1st), China (2nd), and India (3rd).

Tier VI countries are considered minor "superpowers," occupying prominent positions in the global rankings. These nations possess abundant populations, starting economies that exceed a 1 million income, and healthy reserves of valuable resources. Furthermore, their military capabilities are powerful, with manpower capacities surpassing 1 million. These countries below have a silver boundary bordering their flag, the same as those in the preceding tier. They have 0.33x XP Gain Modifier.

Tier V countries are positioned in the middle of the rankings, representing nations with greater levels of military strength, economic development, and resource production. These countries have experienced a significant growth compared to lower-tier regional powers. They have 0.75x XP Gain Modifier.

Tier IV countries represent a crucial stepping stone towards becoming prominent regional powers on the global stage. Their military strength, territory, economy, and resource production have expanded significantly, operating on a larger scale compared to lower-tier nations. In the diplomacy interface, few of these countries below have earned a special grey boundary that outlines their flag, signifying they are a regional power. They have 1x XP Gain Modifier.

Tier III countries, although not noticeably feeble, find themselves slightly falling behind regional powers. These nations have obtained greater access to precious resources and witnessed substantial advancements in their economies and military manufacturing, being the first to surpass the 60,000 manpower limit with their initial manpower levels. They have 1.25x XP Gain Modifier.

Tier I nations are the weakest countries in the game. The maximum manpower capacity is 60,000, tax collection is minimal, and base population is small. These countries are mostly islands or landlocked nations located in isolated areas across the world, but despite this, it is still possible to conquer quickly and emerge to world domination, though it is rare and difficult to do so. They have 2.5x XP Gain Modifier.

WARNING: This section is subject to offend some users, mainly due to ongoing geopolitical relations, tensions, rivalries, and wars, between the nations and parties mentioned below. Click '[Expand]' to view this section.

omfg that is the single greatest thing i have ever heard! i'm surprised i didn't know that good job bringing that to lite!TGE[This message has been edited by TheGoodEvil (edited 06-18-2004 @ 09:41 PM).] LethalAmbition 

 Member posted 06-18-04 11:20 PM EDT (US) 8 / 12 OMFG THAT OWNS!! Nut 

 Member posted 06-19-04 01:10 AM EDT (US) 9 / 12 I have to second that. The only thing that really sets scouts apart from, say, archers and slingers in the early game ruin collection is their auto-ruin grabbing pathfinding.That "priority waypoint"ing sounds like it would be damned useful. Thanks a ton, ceohammer! selila 

 Member posted 06-20-04 03:52 PM EDT (US) 10 / 12 all of these hotkey been telled in ron tips when u play on a single game Cereal_Killa 

 Member posted 06-21-04 06:43 AM EDT (US) 11 / 12 LOL. i figured that out b4 i knew hw to set waypoints @ all. My units used to visit all the waypoints in reverse order^^Kiwi Clan 

[Live 4Eva or Die Tryin -CK] DefAvenger 

 Member posted 06-26-04 04:54 PM EDT (US) 12 / 12 Quoted from RomanGladius:

As in the Civilization series, any nation 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. It is also worth noting that the same city can be built by multiple nations: if the Romans, Greeks, and Turks are found in the same game, it is possible that the cities of Byzantium, Constantinople, and Istanbul will co-exist during the same game, despite the fact that these are different historical names for the same city.

A single player campaign, Conquer the World, is included in the game. It is comparable to the board game Risk, except that attacks on enemy territories take place as RTS battles rather than being resolved with dice rolls. 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. 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).

RISE Women is a community of women from the nations. Where we encourage, challenge and strengthen one another to RISE as women of God. We are also blessed to hear from seasoned women of God from around the world to share their wisdom and love. 0852c4b9a8

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