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Submitted by System on 09/03/2006, 09:50. Print file.
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Title : Rise of Nations
Platform : PC
Author : fIreSpHere
Email : firesphere@earthling.net
Created : 22nd May 2003
Version : 0.4


Copyright:
All Rights Reserved ¸ Copyright 2003 fIreSpHere.
This FAQ and everything included within this file cannot be reproduced in any
way, shape or form (physical, electronical, or otherwise). This FAQ cannot be
used for profitable purposes or promotional purposes. Plagiarism is also
prohibited.


Version History:
0.1 : Beginning of my first FAQ (22nd May 2003)
0.2 : Added rare resources and made some correction (2nd June 2003)
0.3 : Added Bonus Card info (24th June 2003)
0.4 : Added some minor info bout Wonders and random races (28th July 2003)

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Table of Content
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
1.0 Author's Note
2.0 Controls
3.0 Game Types
4.0 Races & their Specialty
5.0 Technologies
6.0 Wonders
7.0 Units
7.1 General
7.2 Spy
7.3 Commando / Special Forces
8.0 Rare Resources
9.0 Bonus Card
10.0 Strategies
11.0 Hints and Tips
12.0 Credits


******************************************************************************
1.0 AUTHOR'S NOTE
******************************************************************************

This is my first FAQ so I hope any readers that has any comments or
suggestions please let me know. You can email me through the email address
written on top. I'm kind of stuck here :(

I'm not so free nowadays. Facing university application problem :(



******************************************************************************
2.0 CONTROLS
******************************************************************************

Control of this game is just almost the same as any recent Strategy games.
I will list only a few command(default).

Attack Move:
Clicking on the Attack button or hit A then click anyway on screen or map will
order your units to move to the area you wish and will attack any enemy
insight. Peasants will only move the the area without attacking any enemy
insight.
Beware, Don't do attack move while your units are fighting because they
will move a few steps before they resume fighting. This is not what you want.

Selecting Unit(s):
~Single left-click on any unit will select it. Double left click will select
all of the same units on screen.
~Hold left mouse button then drag. Any units in box will be selected but there
is some exception. If there are military units and peasants in your selected
square area, only military units will be selected (scout included).
~Shift button can be use to add units into selected group. This also can be
use to select two or more groups of units by holding shift while double
clicking on a unit or hitting the group number you want.
For example, F1 is a group of Archer while F2 is a group of Light Cavalry.
After hitting F1, shift button is held down while you hit F2, both Archer
and Light Cavalry is now selected.

Grouping Units:
17 groups can be made and 1 single unit can appear in all 17 groups. Once you
have selected the unit(s) you want, press CTRL+(any number from 1-9 or F1-F8).

Deselect unit(s) in a group:
You can deselect units that you don't want to include in a group by holding
CTRL then click on unwanted unit(s) on screen or their potrait on the lower
right.

Zooming in & out:
Using scroll mouse will be the most convinient method that is by scroll up to
zoom out or scroll down to zoom in. If you don't have a scroll mouse or your
scroll won't work, hit Page Up to zoom out or Page Down to zoon in.



******************************************************************************
3.0 GAME TYPES
******************************************************************************

Learn How to Play:
A fast effective way to learn almost everything from this option. Once you
have completed every scenario, all you need is to get use to the commands,
buildings, units, technologies, research, resources and the map. I strongly
suggest new player that knows nothing about Rise of Nations should go through
this toturial first.

Note: You can't save during tutorial. (credits to Keith Batemann for this)


Solo Game : Quick Battle
Battle against computer(s) in various type of battle and rules.
-If you pick Offensive random you'll end up with either:
->Aztec, Bantu, French, Germans, Japanese, Mongols, Roman, Turks
-If you pick Defensive random you'll end up with either:
->British, Chinese, Egyptians, Germans, Greeks, Inca, Koreans, Nubians, Spanish
-If you pick Economic random you'll end up with either:
->Chinese, Koreans, Maya, Russian

Solo Game : Conquer The World Map
- Conquer the World from 17 other opposing nations.
- If you fail to conquer the world in 22 turns, an option will be prompted for
you to choose either to end your game or to continue on. If you pick End
Now, a screen will display either you are marginal defeat or victory.
If you manage to conquer more than 50% of the world, you'll get a Marginal
Victory. If less, Marginal Defeat. There'll be some stat of how many overrun
you made, time spent in battle and a few more.
- There are several types of Bonus Card that will assist in game. Refer to
section 9.0 for Bonus Card information.


Multiplayer
Identical with Quick Battle. Only differences is that you are able to play
with your friends.



******************************************************************************
4.0 RACES & THEIR SPECIALITY
******************************************************************************

AZTECS - The Power of Sacrifice

SPECIAL POWERS
1. Gain 15 bonus resources per Age when their Barracks, Stable, and Docks
units slay an enemy (max 60).
2. Plunder increased from enemy buildings increase 100%.
3. Receive free Light Infantry units with each new Barracks (1 at the start,
2 with Classical Age & Military technologies, 3 with Gunpowder Age & 3
Military technologies).

SPECIAL UNITS
~ATLATL - Light Infantry, Ancient Age (I)
->Fast, cheap, and short-ranged. Quicker and tougher than Slingers.
~ROYAL ATLATL - Light Infantry, Classical Age (II)
->Fast, cheap, and short-ranged. Quicker and tougher than Javelineers.
~XOPILLI ATLATL - Light Infantry, Medieval Age (III)
->Fast, cheap, and short-ranged. Quicker and tougher than Elite Javelineers.
~JAGUAR INFANTRY - Modern Infantry, Modern Age (VII)
->Faster and with a stronger attack than ordinary Modern Infantry.
~JAGUAR ASSAULT INFANTRY - Modern Infantry, Information Age (VIII)
->Faster and with a stronger attack than ordinary Modern Infantry.

Comments:
The best way of playing this nation is to keep on attacking. Never hestitate
to build a new Barracks 1st near your battleground to increase your rate of
reinforcement. If you think you can capture or you are not ready to attack
you enemy's City, Get some seige units to destroy whatever buildings in sight.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BANTU - The Power of Migration

SPECIAL POWERS
1. Increased 1 city limit(require at least 1 Civic technologies) and cities
cost reduce 75%.
2. 100% Population Limit, may exceed 25%.
3. Unit upgrades do not require prerequisite Military technologies.
3. Barracks units and Citizens move faster by 25%.

SPECIAL UNITS
~UMPAKATI - Light Infantry, Ancient Age (I)
->Fast, cheap, and short-ranged. Slightly stronger than Slingers; faster to
create.
~YANGOMBI UMPAKATI - Light Infantry, Classical Age (II)
->Fast, cheap, and short-ranged. Slightly stronger than Elite Javelineers;
faster to create.
~IMPI UMPAKATI - Light Infantry, Medieval Age (III)
->Fast, cheap, and short-ranged. Quicker and more accurate than Elite
Javelineers.
~HAWK FIGHTER - Fighter, Modern Age (VII)
->More powerful against enemy aircraft and ground troops than normal
Fighter.
->More powerful against enemy aircraft and ground troops than normal Jet
Fighter.

Comments:
All of the special powers are very useful and can gain a big advantage if used
properly. A race that has the advantage to expand fast in the beginning of Age
and can defend quite well with a group of slinger backing a few spearman.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BRITISH - The Power of Empire

SPECIAL POWERS
1. Increased Commerce Limit +25%. Receive double income from Taxation.
2. Ships created 33% faster.
3. Foot Archer upgrades are free. Forts and Towers have additional +2 range.
4. Anti-Aircraft units and buildings created 25% cheaper and 33% faster.

SPECIAL UNITS
-LONGBOW - Foot Archer, Classical Age (II)
->Medium-ranged foot infantry with little armor; cheaper than Archers, more
effective against enemy Heavy Infantry.
~KING'S LONGBOW - Foot Archer, Medieval Age (III)
->Medium-ranged foot infantry with little armor; cheaper than Crossbowmen,
more effective against enemy Heavy Infantry.
~KING'S YEOMANRY - Foot Archer, Gunpowder Age (IV)
->Long-ranged, cheap foot infantry with little armor; extremely effective
against enemy Heavy Infantry.
~HIGHLANDERS - Gunpowder Infantry, Enlightenment Age (V)
->Particularly effective against all forms of enemy infantry.
->Particularly effective against all forms of enemy infantry.
~LANCASTER BOMBER - Bomber, Modern Age (VII)
->More powerful against enemy cities and buildings than normal Bomber;
somewhat inaccurate.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHINESE - The Power of Culture

SPECIAL POWERS
1. Science research at the Library is 25% cheaper.
2. Herbal Lore, Medicine, and Pharmaceutical upgrades are free.
3. Citizens, Caravans, and Merchants created instantly.
4. All Cities start as a Large City.

SPECIAL UNITS
~FIRE LANCE - Gunpowder Infantry, Medieval Age (III)
->liest gunpowder unit; moves slowly, but effective against Heavy Infantry.
~HEAVY FIRE LANCE - Gunpowder Infantry, Gunpowder Age (IV)
->Early gunpowder weapons with significant range; better range than ordinary
Gunpowder Infantry.
->Musketeers with excellent range and speed; they are also cheap and quick
to create.
->Rapid fire, small arms with excellent firepower; fast and cheap to create.
->Rapid fire, small arms with excellent firepower; fast and cheap to create.
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