Rise of Nations: Thrones and Patriots - addition to the game in the genre of real-time strategy Rise of Nations . Like the original game, the add-on was developed by Big Huge Games and in 2004 saw the light.
Rise of Nations: Thrones and Patriots | |
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Developer | Big huge games |
Publisher | Microsoft Game Studios |
Date of issue | April 28, 2004 |
Latest version | |
Genre | real time strategy with global strategy elements |
Age ratings | ESRB : T -Teens |
Creators | |
Game designer | |
Technical details | |
Platforms | Windows , Mac OS X |
Game modes | single-player , multi-user |
Carrier | 1 CD-ROM |
Systemic requirements | Intel Pentium III 450 MHz, 128 MB RAM , 16 MB GPU |
Control | keyboard , mouse |
Thrones and Patriots is installed and launched separately from the original game ( standalone ).
Content
Differences from the original game
- 6 new nations
- 3 new wonders of the world
- 4 new campaigns
- ability to choose types of government
New Nations
Americans, Dakota, Iroquois, Persians, Indians, Dutch.
Each new nation, like the original, has unique units and capabilities.
New Wonders of the World
Forbidden City (Forbidden City)
- A city with this miracle produces +50 food and +50 wood, instead of the standard + 10 / + 10;
- Game timers do not affect the player who built this miracle;
- The miracle becomes visible to other nations only after the completion of construction.
Red Fort (Red Fort)
- It is a reinforced fort ;
- Garrison troops heal 500% faster;
- Forts upgrades are free, and their hit points increase by 33%;
- The construction of this miracle does not depend on the limit of miracles in the city.
Hanging Gardens (Hanging Gardens)
- A nation gains +50 knowledge;
- Sawmill construction is 66% cheaper.
New Campaigns
- Alexander of Macedon - to conquer all territories of the map before 336 BC. er
- Napoleon - to conquer all territories of the map before 1796.
- New World - to conquer North and South America for complete victory in the campaign.
- The Cold War is a war of two superpowers (the USA and the USSR), occurring from the time of the end of the Second World War and up to the Information Age.
Types of government
This supplement has the opportunity to build a Senate building. The city in which it was built, automatically becomes the capital. In the Senate, you can choose different types of government (like those in the game Civilization ). Each form gives certain advantages (for example, makes some types of troops cheaper or gives an income of 100 oil), and also provides a patriot - a reinforced version of the general with certain bonuses.
There are 6 types of board available:
- Despotism - Republic (you can choose from Antiquity)
- Monarchy - Democracy (Powder Age)
- Socialism - Capitalism (Industrial Age)
The left column is a form of government, focused on the conduct of war, the right - on economic development. Bonuses from previous governments are preserved, but at each stage you can choose only one of the two offered.
National advantages
Americans have the advantage of innovation .
- The first wonder of the world is built instantly if no other player builds it (except for the supercollider and the space program).
- Change of government is free. One free science technology in the library. Each university has one free scientist.
- Air units and aircraft carriers are 20% cheaper. 1 free bomber since VII era.
- Ground military units are 25% cheaper. +3 food, wood, metal and gold for each unit from the barracks (except scouts), if they are not in the garrison.
The Aztecs have the advantage of Sacrifice .
- When a unit from a hut, stable or dock kills an enemy, you get 15, 30, 45 or 60 resources depending on the era.
- Bonus from looting enemy buildings increased by 100%.
- One free military technology in the library at the start.
- Free light infantry during the construction of barracks: 1 unit at the beginning, 2 - in the Classical era (1 level of military technology is needed in the library), 3 - in the age of gunpowder (3 level of military technology is needed in the library).
Bantu have the advantage of migration .
- +1 to the city limit after researching the first civil technology in the library, cities are 75% cheaper.
- +100% of the population limit (valid until the study of the latest military technology, the final limit is still not more than 200), the limit can be exceeded by 25%.
- Workers and units from the barracks move 25% faster.
- Improved units do not require military technology from the library.
The British have the advantage of the Empire .
- +25% commerce limit. Double income from taxes, relevant research in the temple is 50% cheaper.
- Ships are built 33% faster. Building each dock gives a free fishing boat.
- Free archer upgrades. When building a barracks, you get free archers: 1 unit by default, 2 in the Middle Ages and 3 in the Gunpowder Era.
- +2 distance forts and towers.
- Air defense units and buildings are 25% cheaper and are built 33% faster.
The Dutch have the advantage of Commerce .
- + 25% discount on all commercial research. Start the game with one commercial research.
- Start the game with one market and two free merchants.
- Receive for every 100 resources in the treasury beyond the initial level +5 income from this resource (except knowledge). Income may exceed 50% of the limit.
- +2 light vessel at the construction of the dock. Upgrades are 10% cheaper.
The Chinese have the advantage of culture .
- Scientific research in the library is 20% cheaper.
- Medical research in the barn is free.
- The initial city and all built at once become large with appropriate bonuses.
- Workers, caravans and merchants are built instantly.
The Egyptians have the advantage of the Nile .
- Free barn at the beginning of the game, free research in the barn.
- Food commerce limit increased by 10%.
- You can build 7 farms in each city instead of 5, farms give +2 gold.
- Wonders of the World is 25% cheaper. You can build two miracles in each city, miracles are available in the era before.
The French have the advantage of leadership .
- Free general at the construction of each fort.
- Carts (vans with supplies) can heal troops. Free wagon train during the construction of each factory (siege workshop).
- Units in the workshop of siege weapons are created 50% faster, costing 25% less and moving faster.
- Free sawmill and improvements in it. Wood commerce limit increased by 10%. In each camp, lumberjacks can accommodate two workers more than usual.
The Germans have the advantage of Industry .
- Upgrades in the barn, sawmill and smelter are 50% cheaper and earlier available.
- Cities additionally give +5 food, wood and metal. During the construction of the city is given 50% more resources.
- Submarines and firefighters (suicide ships) cost 25% less and are built 33% faster.
- Airplanes and helicopters are built 33% faster. During the construction of each airbase given 2 free fighter.
Greeks have the advantage of philosophy .
- Library research requires 10% less resources (except knowledge) and is 100% faster.
- Universities can be built from the very first epoch.
- Libraries and universities are 50% cheaper.
Indians have the advantage of greatness .
- Buildings do not grow in value, with the exception of Wonders, conventional and observation towers and forts (they rise in price twice as slowly) and cities (rise in price as usual).
- + 4 to the economic zone of cities.
- + 15% to the profit from caravans.
- .Free upgrades for war elephants. Elephants themselves are 15% cheaper.
Incas have the advantage of gold .
- Mines produce not only metal, but also gold.
- Commerce limit for gold increased by 33%.
- When your unit is destroyed, you get 25% of the cost back.
The Japanese have the advantage of Honor .
- Units from barracks cost 7% less and are built 10% faster in each new era and military technology of the same level.
- Units from the barracks inflict 5% more damage to buildings for each new era and military technology of the same level.
- Ships are 10% cheaper and aircraft carriers are built 33% faster.
- Farms are 50% cheaper. Fishing boats and farms provide 25% more resources.
Koreans have the advantage of Tradition .
- You start the game with the temple, studies in the field of religion are free.
- 1 additional worker for the first city, 3 for the construction of the second, 5 13 for the construction of the next.
- Repair of buildings is 50% faster. Buildings under fire are repaired without speed penalty.
- Towers cheaper by 33%. Militia research is free.
Maya have the advantage of architecture .
- Towers, forts and cities produce more shells, even without garrisons.
- The buildings have 20% more “health”, they are built 20% faster (except for the wonders of the world).
- Buildings cost 20% less wood (except for the wonders of the world and military buildings).
The Mongols have the advantage of the Horde .
- When building a stable, you get free units with long-range weapons: 1, 2 or 3, depending on the level of military technology in the library.
- Cavalry costs 10% less and builds 20% faster.
- Gives +1 food for each percent of the controlled area (multiplied by the number of players divided in half).
- Damage from wearing out is 50% less. Research "Fodder", "Support" and "Logistics" in the smelter are free.
Nubians have the advantage of trade .
- Merchants give 50% more resources, you see all rare resources on your territory.
- +1 to caravan limit.
- The free market at the beginning of the game, resource trading is available without any research and comes with a bonus of + 20 / -20.
- Traders, caravans and markets are 50% cheaper and have 50% more HP.
Persians have the advantage of rituals .
- You start with 50% extra food.
- The second city built is considered the second capital. Both cities receive a bonus for the metropolitan area. To win the enemies need to capture both capitals.
- 30% discount on civilian research.
- Tax improvements are free.
- You always get the maximum possible number of caravans.
The Romans have the advantage of Caesar .
- Forts are 25% cheaper, 50% faster built and increase national borders by 3. Studies in the forts are free.
- Heavy infantry is 10% cheaper and builds 10% faster. One free military technology in the library.
- Free heavy infantry during the construction of barracks: 1 unit in the Classical Epoch, 2 units in the Gunpowder Epoch (military technology required level 3), 3 units in the industrial age (military technology level 5).
- Cities give +15 gold.
Russian have the advantage of the Fatherland .
- Homeland-mother-damage from harassing for enemies in your territory is twice as high. Relevant research ("Loyalty", etc.) in the tower are free.
- Free civilian technology in the library. Studies of the civilian line additionally give +1 to national borders.
- Spies are two times cheaper.
- Cavalry deals 25% more damage to artillery and delivery vans.
- +20% to oil production. When you destroy your buildings, resources go to you, not the enemy.
Spaniards have the advantage of pioneering .
- The map is open at the beginning of the game, bonus scout is given. If the option “Start with an open map” is set in the server settings, you are given another scout.
- Scout upgrades are free, they use their abilities faster.
- Before the Industrial Age, you get a heavy ship when building each dock.
- In the ruins you find +30 resources and +26 for each level of research.
The Turks have the advantage of the Siege .
- All siege and artillery units get +3 to range and +3 to line of sight.
- 2 free siege units when building a siege workshop or factory.
- Workers are 33% cheaper. Captured cities assimilate three times faster.
- Military research in the library is cheaper by 33%. Siege unit upgrades are free.
Links
- Game on the developer's site
- Rise of Nations: Thrones and Patriots on Absolute Games