Rise of Nations is a Real Time Strategy 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 Sid Meier’s Alpha Centauri. Concepts taken from turn-based strategy games have been added into the game, including territories and attrition warfare. Rise of Nations features 18 civilizations, playable through 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 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.
A-Team Firing: Asian "Partisans", who look suspiciously like 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.
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.note 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 Franco-Mexican War).
Arbitrary Headcount Limit: 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 320note 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.
Attack! Attack! Attack!: 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.
Battle Theme Music: The game plays depressing music when you're losing and triumphant music when you're winning.
Perhaps partially subverted in that literally every cheat is some variation of "cheat <whatever effect your looking for>".
The Computer Is a Cheating Bastard: 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.
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.
Construct Additional Pylons: 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.
Cosmetically Different Sides: 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.
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.
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: However, the fire itself is fairly understated, and it's almost Damage Is Smoke that's more appropriate, in terms of the animation.
Decade Dissonance: Without any support, a nation could remain at early technological levels while its neighbors are developing stealth bombers and aircraft carriers.
DEFCON Five: Averted in Thrones and Patriots. The threat meter in the Cold War 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 Mutually Assured Destruction results.
Easy Logistics: Averted to some degree: any unit that stands in enemy territory suffers attrition damage, which can usually be negated by the presence of a nearby supply wagon or some leader units.
Eenie, Meenie, Miny Moai: "Ruins", one available resource, resembles a moss-covered moai and makes Scientific research easier.
Fanfare: The game plays victorious fanfares whenever you are winning a battle, and during the victory debriefing screen.
Firewood Resources: 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.
From Nobody to Nightmare: The 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.
Frontline General: 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.
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.
Washington D.C. Invasion: If the player as the Soviets launch a conventional attack on the US capital territory (Eastern Seaboard), the scenario that plays starts with the Soviets having seized control of New England up to Hartford (even if you attack from the south). The win condition is the capture of Washington.
Invisible Wall: Averted, in a funny way. The edge of the map is literally the edge of a map.
Lost Forever: 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 Game Breaker above for problems with this.
Modern Mayincatec Empire: This is the result of having the Aztecs, Mayans, and Inca survive far into the future beyond their historical demises.
Mook Maker: The Terracotta Army wonder continuously spawns infantry for whoever builds it.
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.
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: Averted for units of the same category. More advanced units are almost guaranteed to be superior to their less technological versions, eventually leading to Curb-Stomp Battle situations in your favor if you're moved up the tech tree enough.
However, played straight for hard counters if the circumstances are right. You can still have the situation where a spearman beats a tank, because Heavy Infantry is the hard counter to Heavy Cavalry. On the other hand, motorized vehicles are more likely to gun down any approaching spearman.
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.)
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.
Support Power: Type 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.
Tactical Rock-Paper-Scissors: Rise Of Nations plays this trope absolutely straight; it's practically Crippling Overspecialization. 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 Pokémon.
Underestimating Badassery: 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.
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 Lima Army Tank Plant, the main production building is roughly the size of thirty football fields.
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.
Video Game Flamethrowers Suck: 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.
You Have Researched Breathing: 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 lowers the cost of other types of research.
On campaign maps, if you attack a territory with at least two more armies than what your opponent has in the target territory plus all its neighbors (including any allies you and your adversary have), you automatically win by overrun and the attack doesn't count as your one attack allowed for the turn. Capital territories are exempt, however.