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PATCH CENTRAL
SHOPPING CENTRE
- RoN @ Chips&Bits ($29.95)
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(free shipping)
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- RoN @ GoGamer ($44.90)
RISE UP: REYNOLDS ON RON ( IN-HOUSE PREVIEW )
Part 6:
Sans Government
To Sans Work

[Read| Listen (17m:06s)]
( Full audio menu is here )

Part 5: Game Settings To
Victory Conditions

[Read| Listen (29m:26s)]
( Full audio menu is here )

Part 4: Diplomacy
To Espionage

[Read| Listen (22m:29s)]
( Full audio menu is here )

Part 3: Warfare To
This and That

[Read| Listen (18m:14s)]
( Full audio menu is here )

Part 2: Trading To Cheating
[ Read | Listen (27m:59s) ]
( Full audio menu is here )

Part 1: General To Generals
[ Read | Listen (22m:42s) ]
( Full audio menu is here )

RealPlayer (Required Software)
Audio requires RealPlayer to listen

OFFICIAL SITE

Official RoN Site @ BHG
Game Settings

Information
Overview
Nations
Units
Buildings
Wonders
Ages
Game Settings
Thrones & Patriots Expansion

Rise of Nations offers a huge variety of settings and map styles that lets you customize how each game plays.

Teams and Allies


Diplomacy - Nations begin alone but can sign treaties & alliances.
Survival of the Fittest - Everyone for themself; no alliances allowed.
Barbarians at the Gates - A group of nations attempts to destroy a single nation before time runs out.
Assassin! - Each nation is assigned a target nation which they attempt to destroy. Destroying that enemy gives you their target.
Teams of 2 - Preset teams of 2 nations. Alliances cannot be changed during the game.
Teams of 3 - Preset teams of 3 nations. Alliances cannot be changed during the game.
Teams of 4 - Preset teams of 4 nations. Alliances cannot be changed during the game.
Custom Diplomacy - Configure each team's alliances, allowing for custom situations. Players can make and break alliances during the game.
Custom Teams - Configure each team's alliances, allowing for custom situations. Players cannot make and break alliances during the game.

Map Style

Random - Randomly selects a map type.
Random Land - Randomly selects a map type so that all players begin on the same landmass.
Random Sea - Randomly selects a map type so that players may be seperated by the sea.
Secret Random - Randomly selects a map type; this will be concealed at the outset and must be discovered through exploration.
Secret Random Land - Randomly selects a map type so that all players begin on the same landmass; this will be concealed at the outset and must be discovered through exploration.
Secret Random Sea - Randomly selects a map type so that players may be seperated by the sea; this will be concealed at the outset and must be discovered through exploration.
African Watering Hole - All the rare resources are scattered around the watering hole at the center of the map.
Amazon Basin - Tropical rivers & tribituaries. Lots of ruins and jungle clearings.
Atlantic Sea Power - Each nation gets its own landmass, seperated by large bodies of water.
Australian Outback - Fertile coasts; desert at the center.
British Isles - Nations start on islands that may or may not seperate them from allies. Oil will require oil platforms.
Colonial Powers - Two large continents with all the players on one of them. On team games, neutral nations will be placed on the second continent.
East Indies - Lots of islands with lots of resources.
East Meets West - Two large continents with half the players on each.
Great Lakes - Fertile map with lots of lakes suited for fishing and naval assaults.
Great Sahara - Desert map with oases. Few trees, but plenty of oil.
Himalayas - Land map with lots of mountains and little grassland.
Mediterranean - Land surrounds a central ocean with a small island.
New World - Each nation gets a cramped island and must exploit the rich mainland.
Nile Delta - Nations face off across a large river.
Old World - One huge continent with everyone on it. Water at edges.
Southwest Mesa - Desert land map with lots of cliffs and mesas.
Warring States - One large continent with everyone on it. Continent is long, like Japan.

Map Size

Arena - Perfect for one-on-one, as players start near each other.
Small - Good for 2/3 players.
Standard - Good for 4 players.
Large - Good for 5/6 players.
Huge - Good for 7/8 players.
Big Huge - Good for long games with slow initial contact (also has the coolest name).

Game Speed

Very Slow - Game plays at 1/3 speed.
Slow - Game plays at 1/2 speed.
Normal - Game plays at normal speed.
Fast - Game plays at 4/3 speed.

Game Rules

Standard - Players can win by controlling 70% of the map, holding 8 more wonder points than opponents, or defeating all enemies. Enemies can be defeated by capturing and holding capital.
Assassin! - Same as the Teams & Allies 'Assassin!' setting.
Barbarians at the Gates - Same as the Teams & Allies 'Barbarians at the Gates' setting.
Deathmatch - Players start off with a huge amount of resources.
Fast Game - Technology is researched quickly and resources are gathered at an increased rate.
No Rush - Attacking is not allowed until one player reaches the Gunpowder age.
Nomad - Players do not begin the game with a city or a scout.
Peaceful Tech Race - Players may not fight, but victory is achieved when the target age is reached.
Sudden Death - A nation is defeated instantly when it loses any city. Victory via wonders and territory is instantaneous.

Start With

Nomad - Players begin with only a few citizens and must build their first city.
City Center - Players begin with a few citizens, a bare town, and a scout.
Small Town - Players begin with a town with a few buildings, as well as citizens and a scout.
Large Town - Players begin with a well-developed town wiht several buildings, as well as citizens and a scout.

Resources

Low - Players begin with low resources (half of normal).
Standard - Players begin with standard resources.
x2 - Players begin with 2x resources.
x3 - Players begin with 3x resources.
x5 - Players begin with 5x resources.
x10 - Players begin with 10x resources.
x20 - Players begin with 20x resources.
Deathmatch - Players begin with a town with 100x resources.
Infinite - Players begin with infinite resources that never run out.
Variable Low - Players begin with a low amount of variable resources (one resource type may be more plentiful than another). Everyone starts with the same resources.
Variable Moderate - Players begin with a moderate amount of variable resources (one resource type may be more plentiful than another). Everyone starts with the same resources.
Variable High - Players begin with a high amount of variable resources (one resource type may be more plentiful than another). Everyone starts with the same resources.
Random - One of the above settings is randomly chosen.

Technology

Cheap and Fast - Technology takes few resources and is finished quickly.
Cheap - Technology takes few resources.
Normal and Fast - Technology is researched at a faster rate, but the price remains normal.
Normal - Technology advances at the standard rate and price.
Normal and Slow - Technology is researched at a slower rate, but the price remains normal.
Expensive and Slow - Technology is costly and time-consuming to research.
Expensive - Technology is costly to research.
Very Expensive and Slow - Technology is extremely costly and time-consuming to research.
Very Expensive - Technology is extremely costly to research.

Reveal Map

No Ally LOS - Map begins unexplored and must be revealed through scouting. Science level 2 must be discovered at the library to benefit from Ally Line-of-Sight. Changes outside of the Line-of-sight of friendly units are not seen.
Normal - Map begins unexplored and must be revealed through scouting, but you can see your allies' maps. Changes outside of the Line-of-sight of friendly units are not seen.
Explored - Map begins explored (except for rare resources and ruins). Changes outside of the Line-of-sight of friendly units are not seen.
Fully Visible - Map begins explored, and all buildings/units are visible to all players.

Population

50 - Nations are limited to 50 units.
75 - Nations are limited to 75 units.
100 - Nations are limited to 100 units.
125 - Nations are limited to 125 units.
150 - Nations are limited to 150 units.
200 - Nations are limited to 200 units.

Rush Rules

Standard - Players may attack each other at any time.
Peace until Classical Age - Players may not attack each other until at least one reaches the Classical age.
Peace until Medieval Age - Players may not attack each other until at least one reaches the Medieval age.
Peace until Gunpowder Age - Players may not attack each other until at least one reaches the Gunpowder age.
Peace until Enlightenment Age - Players may not attack each other until at least one reaches the Enlightenment age.
Peace until Industrial Age - Players may not attack each other until at least one reaches the Industrial age.
Peace until Modern Age - Players may not attack each other until at least one reaches the Modern age.
Peace until Information Age - Players may not attack each other until at least one reaches the Information age.
Non-violent - Players may not attack each other at any time.
Peace for first 2 minutes - Players may not attack each other until 2 minutes have elapsed.
Peace for first 5 minutes - Players may not attack each other until 5 minutes have elapsed.
Peace for first 10 minutes - Players may not attack each other until 10 minutes have elapsed.
Peace for first 15 minutes - Players may not attack each other until 15 minutes have elapsed.
Peace for first 20 minutes - Players may not attack each other until 20 minutes have elapsed.
Peace for first 30 minutes - Players may not attack each other until 30 minutes have elapsed.

Start Age

Ancient Age - Players begin with no technology researched.
Classical Age - Players begin with Classical age technology.
Medieval Age - Players begin with Medieval age technology.
Gunpowder Age - Players begin with Gunpowder age technology.
Enlightenment Age - Players begin with Enlightenment age technology.
Industrial Age - Players begin with Industrial age technology.
Modern Age - Players begin with Modern age technology.
Information Age - Players begin with Information age technology.
All technologies - Players begin with all technologies researched.
Random Age! - A random age (no later than the end age) is chosen.

End Age

Classical Age - Players can research no more than Classical age technology.
Medieval Age - Players can research no more than Medieval age technology.
Gunpowder Age - Players can research no more than Gunpowder age technology.
Enlightenment Age - Players can research no more than Enlightenment age technology.
Industrial Age - Players can research no more than Industrial age technology.
Modern Age - Players can research no more than Modern age technology.
Information Age - Players can research all technologies.

Elimination

Conquest - Players lose when their entire nation is conquered.
Capital - Players lose when their capital is conquered and held - there is an opportunity to retake it.
Sudden Death Capital - Players lose immediately when their capital falls - there is no chance to retake it.
Sudden Death - Players lose immediately when any city is taken.

Victory

Standard - Players may win by territory, conquest, or wonder.
Conquest - Players win by conquering all enemy nations.
Economic - The first player whose average income of resources (except Knowledge) is greater than the given rate wins. Undiscovered resources (like Oil) count against this average.
Musical Chairs - Every time the Musical Chairs timer reaches zero, the player with the lowest score is eliminated. In team games, one nation from each team is eliminated until one team is reduced to one nation, at which point nations are eliminated one at a time.
Score - The first player or team to reach a preset score wins the game.
Sudden Death - Win by conquest, territory, or wonders. There are no timers, though - victory is instantaneous.
Tech Race - The first player to reach the End Age wins the game.
Territory - The first player to control the specified percentage of the map wins.
Time Limit - The player with the highest score at the end of the time limit wins.
Wonder - The first player to accumulate enough wonder points wins the game.

Income Goal (Economic Victory only)

+100 Average Income - The first player whose average resource income reaches +100 wins.
+200 Average Income - The first player whose average resource income reaches +200 wins.
+300 Average Income - The first player whose average resource income reaches +300 wins.
+400 Average Income - The first player whose average resource income reaches +400 wins.
+500 Average Income - The first player whose average resource income reaches +500 wins.
+600 Average Income - The first player whose average resource income reaches +600 wins.
+700 Average Income - The first player whose average resource income reaches +700 wins.
+800 Average Income - The first player whose average resource income reaches +800 wins.
+900 Average Income - The first player whose average resource income reaches +900 wins.

Musical Chairs (Musical Chairs Victory only)

2 Minutes - The player with the lowest score is eliminated every 2 minutes.
5 Minutes - The player with the lowest score is eliminated every 5 minutes.
8 Minutes - The player with the lowest score is eliminated every 8 minutes.
10 Minutes - The player with the lowest score is eliminated every 10 minutes.
15 Minutes - The player with the lowest score is eliminated every 15 minutes.
20 Minutes - The player with the lowest score is eliminated every 20 minutes.
25 Minutes - The player with the lowest score is eliminated every 25 minutes.
30 Minutes - The player with the lowest score is eliminated every 30 minutes.

Score (Score Victory only)

1000 - The first player to reach a score of 1000 points wins.
2000 - The first player to reach a score of 2000 points wins.
3000 - The first player to reach a score of 3000 points wins.
4000 - The first player to reach a score of 4000 points wins.
5000 - The first player to reach a score of 5000 points wins.
6000 - The first player to reach a score of 6000 points wins.
7000 - The first player to reach a score of 7000 points wins.
8000 - The first player to reach a score of 8000 points wins.
9000 - The first player to reach a score of 9000 points wins.
10000 - The first player to reach a score of 10000 points wins.
15000 - The first player to reach a score of 15000 points wins.
20000 - The first player to reach a score of 20000 points wins.

Time Limit (Time Limit Victory only)

15 minutes - The game ends after 15 minutes.
30 minutes - The game ends after 30 minutes.
45 minutes - The game ends after 45 minutes.
60 minutes - The game ends after 60 minutes.
90 minutes - The game ends after 90 minutes.
2 hours - The game ends after 2 hours.
3 hours - The game ends after 3 hours.
4 hours - The game ends after 4 hours.

Wonder Victory (Wonder, Standard, and Sudden Death Victory only)

1 Wonder Point - Control 1 more wonder point than any opponents to win.
2 Wonder Points - Control 2 more wonder points than any opponents to win.
3 Wonder Points - Control 3 more wonder points than any opponents to win.
4 Wonder Points - Control 4 more wonder points than any opponents to win.
6 Wonder Points - Control 6 more wonder points than any opponents to win.
8 Wonder Points - Control 8 more wonder points than any opponents to win.
10 Wonder Points - Control 10 more wonder points than any opponents to win.
12 Wonder Points - Control 12 more wonder points than any opponents to win.
14 Wonder Points - Control 14 more wonder points than any opponents to win.
16 Wonder Points - Control 16 more wonder points than any opponents to win.
20 Wonder Points - Control 20 more wonder points than any opponents to win.
24 Wonder Points - Control 24 more wonder points than any opponents to win.
No Wonder Victory - Disables Wonder Victory (Standard/Sudden Death Victory only).

Territory Goal (Territory, Standard, and Sudden Death Victory only)

30% of world territory - Control 30% of the world territory to win.
35% of world territory - Control 35% of the world territory to win.
40% of world territory - Control 40% of the world territory to win.
45% of world territory - Control 45% of the world territory to win.
50% of world territory - Control 50% of the world territory to win.
55% of world territory - Control 55% of the world territory to win.
60% of world territory - Control 60% of the world territory to win.
65% of world territory - Control 65% of the world territory to win.
70% of world territory - Control 70% of the world territory to win.
75% of world territory - Control 75% of the world territory to win.
80% of world territory - Control 80% of the world territory to win.
90% of world territory - Control 90% of the world territory to win.
No territory victory - Disables Territory Victory (Standard/Sudden Death Victory only).

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