Main   Civ II   Civ III   CTP II   MoO3   SMAC   RoN   GalCiv   Alt.Civs   Misc   About   PLUS
News  |  Archive
Information  |   FAQ
Screenshots
Age of Nations
Strategy Guide Review 1/2
Beta 2 Review
Preview Part 1 2 3 4 5 6
Forums: General   |   Strategy&Tips
Help&Bugs Reports   |   Creation&Files
Links


PATCH CENTRAL
SHOPPING CENTRE
- RoN @ Chips&Bits ($29.95)
RoN @ EB Games ($49.99)
(free shipping)
- RoN @ GameStop ($49.99)
- 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
Thrones & Patriots

Information
Overview
Nations
Units
Buildings
Wonders
Ages
Game Settings
Thrones & Patriots Expansion
The upcoming Rise of Nations: Thrones & Patriots expansion offers a host of new features and additions.

New Nations

The Americans

The Americans have the Power of Innovation.

Unique units:
Continental Marines

Marine Riflemen

Marine Infantry

Assault Marines

National Bonuses:

  • First Wonder is built instantly if no other nation is also building it. Does not apply to Space Program or Supercollider.
  • Governments at the Senate are free.
  • 1 free scholar at each new University.
  • Aircraft and Carriers are 20% cheaper.
  • Two free bombers at each airbase starting in Modern Age.
  • 20% cheaper military unit upgrades.
  • Receive +2 Food, Timber, Metal, and Gold for every non-garrisoned barracks unit.


    The Dutch

    The Dutch have the Power of Commerce.

    Unique units:
    Armed Caravan

    Armed Merchant

    Armed Supply Wagon

    Brig

    Fluyt

    Clipper

    National Bonuses:

  • Start with free Commerce research at library.
  • All commerce research discounted 25%
  • Start with a market and 2 free merchants
  • For every 100 of a resource in your treasury, receive +5 income for that resource. This income can exceed your commerce cap.
  • Receive 2 free Light Ships when you complete a dock.
  • Ship upgrades 10% cheaper.


    The Indians

    The Indians have the Power of Majesty.

    Unique units:
    War Elephant

    Mahout

    Gun Mahout

    Culverin Mahout

    National Bonuses:

  • Buildings do not rise in cost except for Wonders, Towers, Lookouts, and Forts (rise at 1/2 normal rate) and Cities (rise normally).
  • +4 City economic radius.
  • +10 caravan income.
  • Free elephant upgrades; elephant units are 15% cheaper.


    The Iroquois

    The Iroquois have the Power of the Nation.

    Unique units:
    Takohs

    Akweks

    Okwari

    Spearmen

    Mohawk Spearmen

    Heavy Mohawk Spearmen

    Elite Mohawk Spearmen

    National Bonuses:

  • One free scout with every barracks built; scout upgrades are free.
  • Scouts can move through forests.
  • Gain access to governments one age early.
  • First senate is free and built instantly.
  • Wodcutters also gather +2 food each.
  • Military units in friendly territory are hidden when not attacking and have extra hit points.
  • All units heal when not moving or attacking in friendly territory.


    The Lakota

    The Lakota have the Power of the Plains.

    Unique units:
    Sunka Wakan

    Eagle Feather Horse

    Musket Horse

    Repeating Rifle Horse

    National Bonuses:

  • Receive +4 food for every Citizen, scout, and cavalry unit instead of building farms and granaries.
  • Borders are invisible to enemies.
  • Can construct buildings anywhere in territory not belonging to an enemy nation.
  • Buildings can be razed quickly for full purchase value.
  • Light cavalry and Ranged cavalry upgrades are free.


    The Persians

    The Persians have the Power of Ceremony.

    Unique units:
    Immortals

    Anusiya

    Athanatoi

    Arquebus Immortal

    War Elephant

    Mahout

    Gun Mahout

    Culverin Mahout

    National Bonuses:

  • Start with 50% bonus food.
  • Second city built acts as a second capital; both receive capital border bonuses and both must be captured to eliminate the Persians.
  • Civic research discounted 30%.
  • Free taxation upgrades.
  • Always have the maximum number of caravans allowed.


    New Campaign Scenarios

  • Alexander the Great
  • Conquest of the New World
  • Napoleon
  • The Cold War


    New Wonders

  • Forbidden Palace: Acts as an additional capital
  • Hanging Gardens: Provides bonus knowledge production
  • The Red Fort: Bestows armor bonus on nearby units and increases damage recovery rate

    < Previous

  • Apolyton Civilization Site -- Copyright © Robert Plomp and Jeroen Schweitzer
    All trademarks and trade names are the property of their respective owners.