Diamonds: +20 to wealth gather rate. Generals have increased radius, hit points, speed, and line -of -sight and increased effect on unit armor. Additional refineries within your nation have a cumulative ""stacking"" effect, so two refineries would increase your oil output by a net 66% percent. You can't simply recruit a bunch of archers and hope to survive. Gunpowder Age: Advancing to the Gunpowder Age makes powerful gunpowder units available. Use your army to invade others for their resources, territory, and loot.You can also form long-gone empires by unifying them under a single flag. Exploit this benefit by keeping your resource levels at their maximum. Thank you, Hello, I would like to request your permission to translate your guide to Rise of Nations and publish it. Increases the metal output of all mines in the same city by 50% percent. Expansion is important to the Romans. Also a common problem I see is that people don't heal their troops well prior to battles. Research a civic early to gain the ability to expand into two more cities. Nuclear missiles 10 percent faster and 5 percent cheaper. 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. Thankfully, Rise of Nations offers some very easy scouting tools to encourage its players to get out there and scout! Researching the next commerce level when only food is pushing the limit isn't a sound strategy. Remember to produce multiple unit types, or your opponent will simply counter your unbalanced forces. Temples increase city combat range by +2. The Nubians begin with a market, which lets you get those merchants working to gather rare resources quickly (plus, merchants are 50 percent cheaper and 50 percent more durable). Attrition to enemy units in your territory increased by 50 percent. By the endgame, wealth becomes less of a factor. A boomer is a nation that is able to very quickly amass a lot of resources and bank it to get into the next age or two first. Tanks, siege, and vehicle units created faster (level 1). Siege factory and factory units move faster. You'll definitely need multiple universities, and you should research literacy as soon as possible to increase scholar production. I'm by no means a pro and the list isn't exhaustive of all hotkeys.. Citizens produced 33 percent faster and 15 percent cheaper. You'll gain control but then lose it as your opponent moves reinforcements in. You receive one light infantry at start, two light infantry with the Classical Age and a military research, and three light infantry with the Gunpowder Age and three military researches. Their Elephants are some of the hardest things to kill for their Ages so make sure to use that advantage before its gone, else you aren't going to get far with them. Without it, I would sometimes loose a fight juts because reinforcements went out. Cost of stable units reduced by 15 percent. The increased speed for barracks units is a plus but not as important as the population and city limit benefits. Classical Age: New resources: knowledge, metal. Suggestions are welcome. Coordinate an early attack, around the Medieval Age, and prepare your Xopilli Atl-Atls for an aggressive assault on the enemy's expansions and resource centers. Enemy cities can be assimilated quickly. Increases your metal gather rate by 50 percent. (Hit "V" multiple times for more citizens, or use Shift+V to produce five citizens at a time). If you own the Red Fort wonder the rate of healing is increased by 500% (or 6x) the current rate you are at (only when garrisoned in the Red Fort specifically). Build plentiful barracks and receive free heavy infantry. Your supply wagons can heal your troops (and French supply wagons heal at double normal rate). You may need extra military creation structures to create units quickly for this benefit to pay off. The cheaper university and library help as you expand. Use the market to trade resources for wealth and vice versa. The more you keep pushing the more they will have to turtle up and avoid expanding because they can't stretch their lines. Try and put them in choke points or very close to a farm/mine/woodcutter so if and when you get attacked, select the city and press "z". May exceed maximum population limit by 25 percent. If you have room under the limit for timber, metal, or knowledge, build another woodcutter's camp, mine, or university. +5 garrison capacity for forts and towers. The fact that a base of bombers can often clear many buildings and raze a city in one pass is hard to overstate. Seek out rare resources and send a merchant to gather them. But it's not important to master each and every single one (at least not at first). Also you should have it so the Library techs should hang from the bar that tells you the Age you are fighting in, along with the many extras that are on the bar on the top left. That means more territory for you, which goes well with their other bonus for food per % of land owned. For instance, if you've built a couple of wonders, expect future wonders to cost more than they would if you had no wonders. Expand to enemy borders and place siege factories and escort free (and trained) siege toward enemy structures. How you use the library research will differ depending on your play style. Tab -- Selects next structure with available research. The Incas already possess a higher wealth commerce limit and wealth-producing mines. Until they're protected, attrition inflicts 100 percent more damage to enemy units. Maximum of 60 bonus resources per age. Industrial Age: New resources: oil. The library houses vital research, including the military, civic, commerce, and science lines. 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