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Rise of Nations

Joined
Oct 13, 2023
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Rise of Nations is a real-time strategy game from 2003, but it still has some minor features I've yet to see the Civ series implement (and should) over 20+ years later:

- Options for adjusting both research and build costs.
If you want to, researching technologies and building units can be made cheaper or more expensive by tweaking. This can make the ages last much longer or shorter, and give you more opportunities to build units and buildings within each age, or just breeze through with a very quick game. You still cannot do this in Civ, as these costs are inevitably tied to the game length you choose.

- The "problem" of Infinite City Sprawl (?).
In the Civ series, amount of cities are typically soft-capped limited by maintenance (Civ 4), happiness (5), or loyalty (6), etc. While RoN does have a hard cap on cities that increases by era, true, there's nothing stopping you from capturing other cities any time you want to. The only real "penalty" comes via cultural borders. You can only build new cities within your cultural borders, which expand or contract based on your and other players' tech. Likewise a city settled too far outside of your area of influence will fall within another's expanding borders, leading to buildings being deleted by attrition, and the city-center itself absorbed into the other's empire. IMO this leads to more natural-looking and contiguous empires without the shotgun-blast pattern approach of city placement present in most Civ games.

- Merchants.
Any resource on the map can be gained by a merchant unit, no matter whose borders it lies within; just move there and settle, and presto! Provided you have an open borders treaty with another player, you can reap the rewards. If you lose open borders, the merchant will slowly dissolve under attrition damage and then be deleted. This avoids one big problem I have in the Civ games where it is impossible to trade for a resource if another player simply *refuses* to improve it. The game Humankind sort-of solves this, too, by having the ability to improve a resource within another's borders, but it is dependent upon the civilization's power you elect to choose.

- World market.
The chief resources in RoN include iron, food, wood, and much later oil. Provided you have one marketplace built (and that's all you'll usually need), you can buy and sell these resources any time at your heart's content. Prices are constantly fluctuating (based on some math I can't bother to understand), but needless to say if you dump excess resources on the market your gold return goes down, and likewise if you keep buying the cost keeps rising exponentially. I tend to like this feature rather than attempting to get deals from other players for excess resource I don't really need and just want a little cash.

I may add to this post later, but feel free to include your own ideas that Civ can still learn from Rise of Nations.
 
World market was a feature of AoE II as well (and iirc AoE II came before RoN).

Played that game (RoN) at the time, but haven't revisited it since then, so I can't say I can remember its feature that well...
I believe that contrary to most RTS at the time, most "buildings" were actually "quarters" which got added to the "city", making it grow bigger on the map? That made it similar in a way to Civ6's "unpacked" cities (although Civ6 can hardly claim credit for the idea: Warlock 1 & 2 already did things that way for instance).

I must have missed the option to adjust costs at the time, because iirc one of the things that made me stop playing the game was that by the time your prehistoric clubmen had crossed the map, they were facing tanks! (I'm exagerating a wee bit here, but you get the idea).

I also believe that the campaign for the game was a meta game, where you had to conquer a "world map"? (Dawn of War had that feature as well).
I have no idea how you could translate that to a civ game, but I know that's something I'd really like to see.
 
installing it right now

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World market was a feature of AoE II as well (and iirc AoE II came before RoN).
Of course, AoE2 also had the trade carts that went back and forth between your, and an ally's (or an undefended enemy's, actually) marketplace, which was cool. Star War: Galactic Battlegrounds (not related to Star Wars: Battlefronts, except by IP), which used a modified version of the AoE2 license by LucasArts from Ensemble Studios had a Spaceport with the same function, and Hoverfreight (or some such), which, despite being land units, could hover, slowly, over water, lava, space, and other such terrain. AoM had such trade carts, as well, and each pantheon civ had a different species of beast of burden pulling it. AoE3 had a market for buying and selling commodities and researching techs, like the previous ones, but trade was done very differently by building trade route posts, that can eventually turn to a railroad with stations.
 
The carts were a different mechanism (which actually was already present in AoE I in the form of trade ships - AoE II simply added the land version).

I meant the possibility to buy / sell ressources directly from the market: that was a new feature of AoE II (and it matches RoN's "world market" description).
Now, to be honest, that's actually not a feature I'd like introduced in the civ franchise. The game doesn't need yet another source of "magic" yields.

About RoN, now that I think about it... there was a follow-up, Rise of Legends, wasn't there? Apart from the "caveman vs tanks" aspect, I might actually be remembering RoL stuff, not RoN.
 
About RoN, now that I think about it... there was a follow-up, Rise of Legends, wasn't there? Apart from the "caveman vs tanks" aspect, I might actually be remembering RoL stuff, not RoN.
There was. Though it was based in a fantasy universe. Sadly you can't get legally anymore
 
You’ve awakened my nostalgia here! I loved playing Rise of Nations when I was a kid, when our home computer wasn’t able to make Civ3 work properly for me to play it haha

I absolutely love the risk-like Conquer the World scenarios where you can just paint the map.
 
If you like rise of nations and play games on your phone, dominations is a pretty good iteration of that
 
"Iterations" are certainly a thing with my phone, but playing strategy games... not so much.

View attachment 744099
I have a landline and a separate computer too, though I've upgrade a streamline, and still on the rotary dial. The latter makes automated phone service prohibitive. ;)
 
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