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Hottip cleanup; see thread for details.


* ArbitraryHeadcountLimit: This game has a pretty huge limit of 250 units. Some units count as two, but this still allows for some really huge armies. With the right civilisation pick and correct resources found it can reach 320[[hottip:*:You can also change the game files to allow more units, such as changing the population cap to 1000.]] Also, most of infantry units count as one, but consist of 3 people, so it makes those armies look even bigger.

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* ArbitraryHeadcountLimit: This game has a pretty huge limit of 250 units. Some units count as two, but this still allows for some really huge armies. With the right civilisation pick and correct resources found it can reach 320[[hottip:*:You 320[[note]]You can also change the game files to allow more units, such as changing the population cap to 1000.]] [[/note]] Also, most of infantry units count as one, but consist of 3 people, so it makes those armies look even bigger.
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* FrontlineGeneral: The General is a support caster unit and can't actually fight so you'd best keep him slightly back from the front lines, but he has to be close in order for your troops to benefit from having him around.

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* RockBeatsLaser: Averted. More advanced units are almost guaranteed to be superior to their less technological versions, eventually leading to CurbStompBattle situations in your favor if you're moved up the tech tree enough.

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* RockBeatsLaser: Averted. Averted for units of the same category. More advanced units are almost guaranteed to be superior to their less technological versions, eventually leading to CurbStompBattle situations in your favor if you're moved up the tech tree enough.enough.
** However, played straight for hard counters. You can still have the situation where a spearman beats a tank, because Heavy Infantry is the hard counter to Heavy Cavalry.

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* RockBeatsLazer: Averted. More advanced units are almost guaranteed to be superior to their less technological version, eventually leading to CurbStompBattles in your favor if you're moved up the tech tree enough.

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* RockBeatsLazer: RockBeatsLaser: Averted. More advanced units are almost guaranteed to be superior to their less technological version, versions, eventually leading to CurbStompBattles CurbStompBattle situations in your favor if you're moved up the tech tree enough.
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* RockBeatsLazer: Averted. More advanced units are almost guaranteed to be superior to their less technological version, eventually leading to CurbStompBattles in your favor if you're moved up the tech tree enough.
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** In the Cold War campaign, you can sign a treaty with China promising to not attack them at lease until the Information Age in exchange for their military support during your conquest of South Korea. If you decide to betray them, one of the Warsaw Pact countries will quit and join NATO since it doesn't want to be associated with a liar.


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* WasItReallyWorthIt: If you win the Cold War campaign with the nuclear victory, the narrator in the ending slid will give you a massive WhatTheHellHero speech, asking you if committing a nuclear holocaust in the name of democracy/socialism was really worth it. [[YouMonster If so, then feel free to celebrate with what is left of your country]].
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* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization. However, some researches are cheaper if someone else on the map has already researched it. Also, science research tends to lower the cost of other types of research.

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* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization. However, some researches are cheaper if someone else on the map has already researched it. Also, science Science research tends to lower lowers the cost of other types of research.



** Researching the NearFuture technology ArtificialIntelligence reduces all your units' creation time to zero, allowing you to instantly spawn entire armies if you have the resources.

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** Researching the NearFuture technology ArtificialIntelligence reduces all your units' creation time to zero, allowing you to [[WeHaveReserves instantly spawn entire armies if you have the resources.
resources]].
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** Fairly well averted between most units, however.
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* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations abound but here's just one: Assault Infantry ➞ Missile Infantry ➞ Tanks ➞ Armored Cavalry ➞ Machine Gun Infantry ➞ Assault Infantry. Better write that down.

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* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations abound but here's just one: Assault Infantry ➞ Missile Infantry ➞ Tanks ➞ Armored Cavalry ➞ Machine Gun Infantry ➞ Assault Infantry. Better write that down. The entire web is about as convoluted as {{Franchise/Pokemon}}.
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* SupportPower: Type 3.

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* SupportPower: Type 3.3, in the Conquer the World campaigns. If you attack a region that is adjacent to another one of your armies (or an ally's) then you will receive reinforcements at some point during the battle.
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** Perhaps partially subverted in that literally every cheat is some variation of "cheat <whatever effect your looking for>".
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* FirewoodResources

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* FirewoodResourcesFirewoodResources: Mostly, just applies to the icon for wood. Workers aren't shown moving any wood (just chopping trees) while logging camps (which must be built near harvested forests) are seen moving around large logs and lumber.
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* DamageIsFire

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* DamageIsFireDamageIsFire: However, the fire itself is fairly understated, and it's almost Damage Is Smoke that's more appropriate, in terms of the animation.

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*** To be fair about the Wonders at least, human players also know at all times where they are.

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*** Also, whenever you fire a V2/cruise missile, the AI '''always''' know where it targets and send the troops away from the target.
**
To be fair about the Wonders at least, human players also know at all times where they are.
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''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels eight ages of world history]]. It also has one of the most clever user interfaces in recent RTS history, averting the "hunt-and-peck hotkeys" nuisance that has plagued so many other titles in the genre.

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 SpiritualSuccessor, ''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.

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''RiseOfNations'' ''Rise of Nations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' ''Rise of Nations'' features 18 civilizations, playable through [[TechnologyLevels eight ages of world history]]. It also has one of the most clever user interfaces in recent RTS history, averting the "hunt-and-peck hotkeys" nuisance that has plagued so many other titles in the genre.

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 ''Rise of Nations}}'' Nations'' was released, which included both the original and the expansion. In 2006, a SpiritualSuccessor, ''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.

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!! This video game contains examples of:

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!! This video game videogame contains examples of:of:



* AlternateHistory: 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 (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[[hottip:*:This will cause Canada and Australia to join the US proper.]]) Interestingly, the Napoleon campaign alludes to this happening offscreen as well as onscreen (like winning the Battle of Leipzig and the Invasion of Russia), 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 [[http://en.wikipedia.org/wiki/French_intervention_in_Mexico Franco-Mexican War]]).

to:

* AlternateHistory: 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 (in historically.
** 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[[hottip:*:This war.[[note]]This will cause Canada and Australia to join the US proper.]]) [[/note]])
**
Interestingly, the Napoleon campaign alludes to this happening offscreen as well as onscreen (like winning the Battle of Leipzig and the Invasion of Russia), 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 [[http://en.wikipedia.org/wiki/French_intervention_in_Mexico Franco-Mexican War]]).


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*** Considering it is a historical RTS, Rise Of Nations has a decent bit of variety; Each nation has unique advantages and disadvantages alongside units which are significant enough to seriously influence playstyle. Units are ultimately mostly similar but their special units and bonuses definitely pushes individual nations towards particular playstyles.
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** Attacking Scholars, regardless of method, usually qualifies as this.
** Slaughtering Citizens is both this and good strategy.

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* ThemeMusicPowerUp

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* ThemeMusicPowerUpThemeMusicPowerUp: Alongside Theme Music Power ''Down'' should the player be on the losing end.
* UnderestimatingBadassery: Playing as either the Americans or Native factions in the New World Campaign can give this impression. Mainly since the European Nations tend to look down on them as upstart colonials and savages respectively.
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* EasyLogistics: Averted to some degree: Any unit that stands in enemy territory suffers attrition damage - but this can be avoided by keeping a supply line nearby.

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* EasyLogistics: Averted to some degree: Any any unit that stands in enemy territory suffers attrition damage - but this damage, which can usually be avoided negated by keeping the presence of a nearby supply line nearby.wagon or some leader units.

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* FourX: A real time strategy version of this.



* FourX: A real time strategy version of this.

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* MookMaker: The Terra Cotta Army wonder continuously spawns infantry for whoever builds it.

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* MookMaker: The Terra Cotta Terracotta Army wonder continuously spawns infantry for whoever builds it.



* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations ahoy; here's one: Assault Infantry ➞ Missile Infantry ➞ Tanks ➞ Armored Cavalry ➞ Machine Gun Infantry ➞ Assault Infantry. Better write that down.

to:

* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations ahoy; abound but here's just one: Assault Infantry ➞ Missile Infantry ➞ Tanks ➞ Armored Cavalry ➞ Machine Gun Infantry ➞ Assault Infantry. Better write that down.



* TechnologyLevels: Eight of them.
** Nine, if you count the TwentyMinutesIntoTheFuture technologies.

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* TechnologyLevels: Eight of them.
**
them. Nine, if you count the TwentyMinutesIntoTheFuture technologies.



* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization.
** Although, some researches are cheaper if someone else on the map has already researched it. Also, science research tends to lower the cost of other types of research.

to:

* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization.
** Although,
civilization. However, some researches are cheaper if someone else on the map has already researched it. Also, science research tends to lower the cost of other types of research.



* ZergRush: The Terracotta Army wonder automatically produces free infantry.

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* ZergRush: ZergRush:
**
The Terracotta Army wonder automatically produces free infantry.
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''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 ages of world history]]. It also has one of the most clever user interfaces in recent RTS history, averting the "hunt-and-peck hotkeys" nuisance that has plagued so many other titles in the genre.

to:

''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 eight ages of world history]]. It also has one of the most clever user interfaces in recent RTS history, averting the "hunt-and-peck hotkeys" nuisance that has plagued so many other titles in the genre.
Is there an issue? Send a MessageReason:
None


''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 ages of world history]]. 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.

to:

''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 ages of world history]]. It also has one of the most clever User Interfaces user interfaces in recent RTS history, averting the Hunt & Peck Hotkeys "hunt-and-peck hotkeys" nuisance that have has plagued so many other titles in the genre.
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* ArbitraryHeadcountLimit: This game has a pretty huge limit of 250 units. Some units count as two, but this still allows for some really huge armies.
** Also, most of infantry units count as one, but consist of 3 people, so it makes those armies look even bigger.
*** And with the right civilisation pick and correct resources found it can reach 320.
** You can change the game files to allow more units (I changed the max population cap to 1000, for example).

to:

* ArbitraryHeadcountLimit: This game has a pretty huge limit of 250 units. Some units count as two, but this still allows for some really huge armies.
**
armies. With the right civilisation pick and correct resources found it can reach 320[[hottip:*:You can also change the game files to allow more units, such as changing the population cap to 1000.]] Also, most of infantry units count as one, but consist of 3 people, so it makes those armies look even bigger.
*** And with the right civilisation pick and correct resources found it can reach 320.
** You can change the game files to allow more units (I changed the max population cap to 1000, for example).
bigger.



* CheatersNeverProsper: Sure, you can use cheat counters in the main campaign... if you are okay with being labeled [[EasyModeMockery "(Your name) the Cheater"]].
** [[TheDevTeamThinksOfEverything The Armageddon counter prevents players from using "cheat nuke" a hundred times... not to mention you actually have to get your troops to capture the city even after it's been nuked.]]
*** Although, anyone who actually needs more than 2 or 3 three nukes... Especially given that the counter allows for over 15 nukes, each of which completely destroy EVERYTHING in the entire fully zoomed-out screen.

to:

* CheatersNeverProsper: CheatersNeverProsper:
**
Sure, you can use cheat counters in the main campaign... if you are okay with being labeled [[EasyModeMockery "(Your name) the Cheater"]].
** [[TheDevTeamThinksOfEverything The Armageddon counter prevents players from using "cheat nuke" a hundred times... not to mention you actually have to get your troops to capture the city even after it's been nuked.]]
***
]] Although, anyone who actually needs more than 2 or 3 three nukes... nukes should be non-existent... Especially given that the counter allows for over 15 nukes, each of which can completely destroy EVERYTHING in the an entire fully zoomed-out screen.

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* AlternateHistory: 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 (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[[hottip:*:This will cause Canada and Australia to join the US proper.]])
** 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 [[http://en.wikipedia.org/wiki/French_intervention_in_Mexico Franco-Mexican War]]).

to:

* AlternateHistory: 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 (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[[hottip:*:This will cause Canada and Australia to join the US proper.]])
**
]]) Interestingly, the Napoleon campaign alludes to this happening offscreen, offscreen as well as onscreen (like winning the Battle of Leipzig and the Invasion of Russia), 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 [[http://en.wikipedia.org/wiki/French_intervention_in_Mexico Franco-Mexican War]]).
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* ModernMayincatecEmpire: This is the result of having the Aztecs, Mayans, and Inca survive far into the future beyond their historical demises.

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Changing Namespace stuff!+


''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 ages of world history]]. 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.

to:

''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''{{Civilization}} ''VideoGame/{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 ages of world history]]. 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.



* FromNobodyToNightmare: The [[{{Eagleland}} Americans]] in the New World campaign start out as a small colonies subjugated by the British that no other nation (including the natives) take 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.
* FourX: A real time strategy version of this.

to:

* FromNobodyToNightmare: The [[{{Eagleland}} Americans]] in the New World campaign start out as a small colonies subjugated by the British that no other nation (including the natives) take 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.
Hemisphere.
* FourX: A real time strategy version of this.



* GlassCannon: The Katyushas and just about any Artillery Weapons available.

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* GlassCannon: The Katyushas and just about any Artillery Weapons available.



* VideoGameFlamethrowersSuck: Almost, but not quite. As in most games, they're not much good in combat. But most games don't allow you to set fire to wooden buildings, which flamethrowers are pretty handy for both in real life and in this game.

to:

* VideoGameFlamethrowersSuck: Almost, but not quite. As in most games, they're not much good in combat. But most games don't allow you to set fire to wooden buildings, which flamethrowers are pretty handy for both in real life and in this game.



* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization.

to:

* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization.



** In the New World campaign, the native American nations will start with this as the only tactic available to them, since unlike the European colonist they don't have access to gunpowder weapons and only have their larger population as an advantage. But eventually, [[TookALevelInBadass they will get access to gunpowders weapons to level the playing field]].

to:

** In the New World campaign, the native American nations will start with this as the only tactic available to them, since unlike the European colonist they don't have access to gunpowder weapons and only have their larger population as an advantage. But eventually, [[TookALevelInBadass they will get access to gunpowders weapons to level the playing field]].



<<|RealTimeStrategy|>>
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[[quoteright:200:http://static.tvtropes.org/pmwiki/pub/images/g16144eeqdl_2261.jpg]]

''RiseOfNations'' is a RealTimeStrategy computer game, developed by Big Huge Games and published by Microsoft on May 20, 2003. The development of the game was led by veteran Brian Reynolds, of ''{{Civilization}} II'' and ''SidMeiersAlphaCentauri''. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. ''RiseOfNations'' features 18 civilizations, playable through [[TechnologyLevels 8 ages of world history]]. 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.

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 SpiritualSuccessor, ''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.

----
!! This video game contains examples of:
* ATeamFiring: Asian "Partisans", who look suspiciously like [[TheVietnamWar 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...
* AlternateHistory: 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 (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[[hottip:*:This will cause Canada and Australia to join the US proper.]])
** 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 [[http://en.wikipedia.org/wiki/French_intervention_in_Mexico Franco-Mexican War]]).
* ArbitraryHeadcountLimit: This game has a pretty huge limit of 250 units. Some units count as two, but this still allows for some really huge armies.
** Also, most of infantry units count as one, but consist of 3 people, so it makes those armies look even bigger.
*** And with the right civilisation pick and correct resources found it can reach 320.
** You can change the game files to allow more units (I changed the max population cap to 1000, for example).
* AttackAttackAttack: The tactical offensive campaign mode. It starts with a large amount of your troops landing in a completely hostile territory without any backup. Then, you must capture every single city in the map with the forces you have at hand.
* BattleThemeMusic: The game plays depressing music when you're losing and triumphant music when you're winning.
* CheatersNeverProsper: Sure, you can use cheat counters in the main campaign... if you are okay with being labeled [[EasyModeMockery "(Your name) the Cheater"]].
** [[TheDevTeamThinksOfEverything The Armageddon counter prevents players from using "cheat nuke" a hundred times... not to mention you actually have to get your troops to capture the city even after it's been nuked.]]
*** Although, anyone who actually needs more than 2 or 3 three nukes... Especially given that the counter allows for over 15 nukes, each of which completely destroy EVERYTHING in the entire fully zoomed-out screen.
* TheComputerIsACheatingBastard: Completely averted, actually, although this might also be due to the fact that, if the enemy is overwhelming you, you can change difficulty settings from the Pause menu.
** Played straight when an AI player gets a missile online -- it knows just where your Cities, Barracks, and Wonders are.
*** To be fair about the Wonders at least, human players also know at all times where they are.
* ConstructAdditionalPylons: Except that you're not just building a network of military bases; at the core of each new outpost is a village, growing to a town and then a city. You're building a nation, not just winning a war. In theory, at least.
* CosmeticallyDifferentSides: Played straight for the most part. 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.
** Also, each nation's normal unit might look different from the others'. For example, Japanese fighters have (not always red) [[http://en.wikipedia.org/wiki/Mitsubishi_A6M_Zero circles on their wings]] and French fighters have [[http://en.wikipedia.org/wiki/Dassault_Mirage_2000 tailless delta wings]].
* CrosshairAware: 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.
* DamageIsFire
* DeathFromAbove[=/=]RainOfArrows: Mod the range of ranged units, and this will happen.
* DecadeDissonance: Without any support, a nation could remain at early technological levels while its neighbors are developing stealth bombers and aircraft carriers.
* [[DefconFive DEFCON Five]]: Averted in ''Thrones and Patriots''. The threat meter in the ColdWar scenario accurately starts from DEFCON 5, and counts down the more reckless you are. If your threat meter reaches DEFCON 1, both sides launch the nukes, and MutuallyAssuredDestruction results.
* EasyLogistics: Averted to some degree: Any unit that stands in enemy territory suffers attrition damage - but this can be avoided by keeping a supply line nearby.
* EenieMeenieMinyMoai: "Ruins", one available resource, resembles a moss-covered moai and makes Scientific research easier.
* ElitesAreMoreGlamorous: The main infantry unit for the Americans and the Russians are respectively the Marine and the Shock Infantry (VDV/Spetznaz).
* EnemyExchangeProgram: Of the EveryManHasHisPrice variety.
* {{Fanfare}}: The game plays victorious fanfares whenever you are winning a battle, and during the victory debriefing screen.
* FirewoodResources
* FromNobodyToNightmare: The [[{{Eagleland}} Americans]] in the New World campaign start out as a small colonies subjugated by the British that no other nation (including the natives) take 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.
* FourX: A real time strategy version of this.
* GarrisonableStructures: 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.
* GeoEffects: 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.
* GlassCannon: The Katyushas and just about any Artillery Weapons available.
* InstantWinCondition
* InvadedStatesOfAmerica: Besides starting a [[NukeEm nuclear war]] with them, the Soviets can also stage a conventional invasion of the United States during the Cold War.
* InvisibleWall: Averted, in a funny way. The edge of the map is literally the edge of a map.
* LostForever: Once a wonder is built, nobody else can build it and others who were also building it (but didn't complete it first) lose all their progress. Also once a wonder is destroyed, it cannot be rebuilt by anyone. See GameBreaker above for problems with this.
* MookMaker: The Terra Cotta Army wonder continuously spawns infantry for whoever builds it.
* NoFairCheating
* NonstandardGameOver: There are two types of defeat - the normal sort, when your opponent simply wins, and the Armageddon defeat, involving a nuclear holocaust.
** The ColdWar campaign adds a few new ones involving strategic missiles: Winning the war with a nuclear strike gives you a WhatTheHellHero combined with a BittersweetEnding 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.
* NukeEm: Though too much of it could invoke NonstandardGameOver. 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.
* ReinventingTheWheel
** 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).
* RiskStyleMap: The Conquer the World campaigns have a strategic map which looks very much like Risk maps, complete with Risk army pieces and bonus cards.
* SceneryPorn: 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.)
* SchizoTech: You can have main battle tanks squaring off against crossbowmen and dragoons (leading to a CurbStompBattle). 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.
* SlapOnTheWristNuke: 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 [[UnitsNotToScale disproportionate unit sizes]].
* SupportPower: Type 3.
* SymbologyResearchFailure: The Kremlin wonder is actually St. Basil's Cathedral, but [[ViewersAreMorons hey, who's gonna notice?]]
* TacticalRockPaperScissors: ''Rise Of Nations'' plays this trope absolutely straight; it's practically CripplingOverspecialization. Several combinations ahoy; here's one: Assault Infantry ➞ Missile Infantry ➞ Tanks ➞ Armored Cavalry ➞ Machine Gun Infantry ➞ Assault Infantry. Better write that down.
* TakeOverTheWorld: The objective of the various Campaigns:
** World: Take over the entire world in a free-for-all between every sizable nation on Earth from the beginning of history up to the future.
** Alexander: Take over the known world of ancient times as AlexanderTheGreat.
** Napoleon: Take over Europe, and hence the colonized world, as NapoleonBonaparte.
** New World: Take over the New World as either the Americans, a European colonizer, or one of the Native nations.
** Cold War: Take over the entire world as either the Americans or the Soviets.
** AmericaTakesOverTheWorld[=/=]ChinaTakesOverTheWorld[=/=]JapanTakesOverTheWorld: Each of these is possible in one or more of the campaign modes.
* TechnologyLevels: Eight of them.
** Nine, if you count the TwentyMinutesIntoTheFuture technologies.
* ThemeMusicPowerUp
* UnitsNotToScale: 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.
* VideoGameCaringPotential: Not much, but it does make you feel kind of sad or like an [[WeHaveReserves 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 [[ImpaledWithExtremePrejudice plugs her with a five-foot-long flaming ballista bolt]]–and it's all [[YouBastard because of your tactical failures.]]
* VideoGameCrueltyPotential: There's something to be said for watching a nation that's getting [[CurbStompBattle destroyed]] plead frantically for peace even as your troops are marching on their capital. Not to mention how much fun it is to [[ThereIsNoKillLikeOverkill nuke the fishermen, use cruise missiles on the Citizens, and launch airstrikes against the Scholars]] of the nations you've defeated.
* VideoGameCrueltyPunishment: Using nukes reduces the "Armageddon Clock". Using too many means the game ends in apocalypse.
* VideoGameFlamethrowersSuck: Almost, but not quite. As in most games, they're not much good in combat. But most games don't allow you to set fire to wooden buildings, which flamethrowers are pretty handy for both in real life and in this game.
** Flamethrowers also instantly force all units garrisoned inside structures to evacuate, so if you can get them close enough, they'll make citizens and injured units eject out into the battlefield for your other units to mop up easily. It's also a useful way of making a formidable garrisoned fort or tower into a less-formidable empty one, though it's probably easier just to pound the thing from afar with artillery.
* AWinnerIsYou
* WorkerUnit: Actually called citizens.
* YouHaveResearchedBreathing: Even if you are in the modern age, you will still have to research things such as crop rotation or medicine as if they are totally unknown to your civilization.
** Although, some researches are cheaper if someone else on the map has already researched it. Also, science research tends to lower the cost of other types of research.
* YouRequireMoreVespeneGas
* ZergRush: The Terracotta Army wonder automatically produces free infantry.
** In the New World campaign, the native American nations will start with this as the only tactic available to them, since unlike the European colonist they don't have access to gunpowder weapons and only have their larger population as an advantage. But eventually, [[TookALevelInBadass they will get access to gunpowders weapons to level the playing field]].
** Later upgrades allows citizens to instantly become militia.
** One of China's bonuses is instant citizens. Combine that with the Partisan upgrade in the Modern Age and you'll get an inexhaustible horde of AK-47 wielding villagers.
** Researching the NearFuture technology ArtificialIntelligence reduces all your units' creation time to zero, allowing you to instantly spawn entire armies if you have the resources.
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