[Strategy] Rise of Nations

Blackveiled

Formerly, Ban-Lord
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Rise of Nations
Current Version: Unreleased

Rise of Nations is an enhanced melee game, with an extensive economy and government system. You must keep your civilians happy, at the same time defending yourself from other nations attempting to conquer you and the rest of the world.

Building Strategy

Building structures will take strategy, and a little bit of patience. Over time, that patience will pay off. First, you must place a Town Hall, that will be your main structure and the main lumber drop off point for your nation. So, it is essential to place this building near trees. Next, you must place some roads. Placing roads, you can do this however you want, but it is more effective when you place them in straight lines. Next, you should place a Bank, Market, and a Job Market. These will provide storage, food, and jobs for your civilians, which will make the growth of your city increase, and improve overall happiness of your nation, and happiness will reduce the chance of a riot happening. The next paragraph will tell you about keeping civilians happy, mostly.

To keep your civilians happy, you will need Job Markets, Marketplaces, and Banks. But the most important way to keep your civilians happy, is feeding them. Food doesn't just come out of the ground, it must be grown from the ground (just a sentence to wake you up if you're bored), by placing Agricultural Zone marks along roads, building these along the roads will improve the rate they grow, you can also improve the rate they grow by placing a farm beside them. There are also ways you can make your civilians unhappy, such as, civilians do not like rural areas, so Agricultural Zones will make your civilians happy, and unhappy at the same time. So, it is best to place Agricultural Zones out of your city, where your civilians won't be affected. Another way to make your civilians unhappy, is building Industrial inside of your city. Industrial Zones, have a huge effect on your nation's civilians happiness, and growth. The area of effect from Industrial Zones is huge, but you will require Industrial Zones later on if you wish to progress militaristically.

Military


Military in this game is different from most games, you need reserves. Reserves are gained based on your civilian's happiness. You can gain a certain amount of reserves based on your civilians happiness, and civilian count. You can also draft civilians from their homes, but this will cause civilian depression, which will most likely cause riots. Drafts will be necessary if you need a military quickly, but military reserves are gained quickly, and it will be un-nessesary to draft anyways.

.. more information being worked on ..

This project is hosted at: http://www.gamerz-forum.com/forum/rise-nations/
 

BlargIAmDead

New Member
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25
Any relation to the "Rise of Nations" game by Microsoft? If not, you might want to consider another name...

Sounds promising, though.
 

Oninuva

You can change this now in User CP.
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221
Hi, blue speaking. Please rename to The Rise of Nations or Rise of Empires
 

Oninuva

You can change this now in User CP.
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Don't call me Onin :)

Anyways check out our link for more info. :)
 

Blackveiled

Formerly, Ban-Lord
Reaction score
157
What would you guys think of a "United Nations" like function?

All players can enter if they would like to, and if someone attacks another player, and both are in the "UN", that player will be removed from it, and will be attackable once more by all the other players?
 

Sirroelivan

Gunnerkrigg Court
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95
You could also give every player in the UN a number of votes based on their population and allow them to vote over several global laws, like in civilization or galactic civilizations.
 

Oninuva

You can change this now in User CP.
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What, can you show us these civilization or galactic civilization things...
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
It's just a system like this: Every once in a while there's a meeting of all nations. Each nation gets a number of votes based on population, influence, culture,... Every meeting a law is presented: for example forbidding nuclear weapons, global trade taxes, .... Each nation may vote, depending on outcome, the law passes and effects everyone from now on.
 
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