Rise of Nations/Ages: Difference between revisions

Jump to navigation Jump to search
Line 6: Line 6:
The starting age of the game, the Ancient age offers only basic infantry and towers. Cities cannot increase above the small size, and neither knowledge nor metal exist yet. Instead, players will find most units and upgrades require wealth and timber instead. Any troops in this stage are weak, and shouldn't be used to attack enemies.
The starting age of the game, the Ancient age offers only basic infantry and towers. Cities cannot increase above the small size, and neither knowledge nor metal exist yet. Instead, players will find most units and upgrades require wealth and timber instead. Any troops in this stage are weak, and shouldn't be used to attack enemies.


==Classical (1999 BC - 500 AD)==
==Classical (1999 BC - 499 AD)==
Stables, siege factories, and forts can be built, making it much easier to attack your opponents via mounted units and artillery. Cities can be increased to the large size if there are at least five buildings in their area of influence. Knowledge and metal now play a factor, and universities and mines can be built. Cavalry can now be trained and used to cut a path through the infantry. This is the age where the fighting becomes interesting. Also, buildings are now vulnerable with the introduction of Siege Weapons.
Stables, siege factories, and forts can be built, making it much easier to attack your opponents via mounted units and artillery. Cities can be increased to the large size if there are at least five buildings in their area of influence. Knowledge and metal now play a factor, and universities and mines can be built. Cavalry can now be trained and used to cut a path through the infantry. This is the age where the fighting becomes interesting. Also, buildings are now vulnerable with the introduction of Siege Weapons.


Anonymous user

Navigation menu