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- RISE OF NATIONS RISE OF LEGENDS NO CD DOWNLOAD UPGRADE
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(Cities and some other sites in Rise of Legends are captured rather than destroyed.) Once you have enough soldiers, you can just click on the number and they'll all rush in to take the city right away. Whenever you attack an enemy city, you'll see a small number above it indicating how many soldiers it will take to reduce the city to zero health and start capturing it. One cool new effect in Rise of Legends is that your foot soldiers can storm enemy cities to take them over.
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There are only two resources this time around - Timonium and cash/energy - so things have been simplified a bit there. Each nation projects its own borders that have a detrimental effect on invading armies.
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You'll construct plenty of barracks, mines and so forth around your cities but you'll also need to upgrade your basic cities with neat add-ons that improve your abilities. There are pre-arranged city sites that you'll need to conquer in order to expand your empire. Though the units and abilities are very different, the basic gameplay during the RTS battles is very similar to Rise of Nations. In nearly every mission, there will be hidden objectives that you can uncover and undertake but the only rewards for doing so are the pride you feel knowing that you did something that you technically could have skipped.
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Others require you to defend against a siege, or free people from a massive prison, or chase down and kill a genie who's got something you need.
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Some are just straight up slugfests between you and whoever happens to own the territory. Thankfully, there are a nice range of mission types here. There are enemy armies that must be defeated and enemy cities that must be captured so you'll pretty much have to go straight for those instead of trying something fancy. I liked the freedom of the Conquer the World modes in Rise of Nations and Thrones and Patriots, but the objectives in Rise of Legends are so specific that you won't have as much flexibility in terms of planning your overall strategy. You'll also be given cash to upgrade the infrastructure of these territories, which can help you out with reinforcements or cash when you find yourself fighting in nearby territories. Each territory offers unique bonuses to the owner, from powers you can use during a battle to upgrade points you can spend between fights to enhance your units' effectiveness or increase the size of your starting forces. The campaign follows the Conquer the World style where you're presented with a turn-based map of each theater. The third and final campaign sees the Cuotl drawn in to the conflict and it's here that you'll more or less settle your score. As you move on to the second campaign, you'll find yourself allied with the Alim and become aware that there's more at stake here than your own personal vendetta. You start off leading the forces of the Vinci in a simple quest for revenge. There are a few surprises here and there but the story itself is really only an excuse to tie the different campaigns together. I won't give away any real details on the story here, because you can kind of see it coming within the first few hours anyway. It would be much more compelling if the game presented you with more opportunities to lead the units of one civ against those of another. Unfortunately, as the three campaigns put you in charge of each of these civilizations in turn, you'll mostly be fighting units from the same civilization you're playing. With each civilization representing a unique play style, getting a handle on the match-ups that work best can take a little while. They become almost unstoppable once they've unlocked the more advanced technologies. Things like mobile barracks make them almost as fluid as the Alim but the Cuotl aren't quite as powerful in the early stages of a game. The massive stone statues that make up their armies mix nicely with the orbital lasers, cloaking devices and power shields they have available. The final civilization is the Cuotl, a combination of ancient Mesoamerican influences and highly advanced technology.
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They also love stuff that can fly, so you'll definitely want to protect against that if you know they're coming for you. They also have their own unique play style, which is much more fluid and rush-friendly than the Vinci. Their Arabian aesthetic includes things like floating palaces, fiery serpents and gigantic scorpions which all contrasts nicely with the Vinci. The magical Alim civilization draws from the tales of the 1001 Nights. They're largely a research-oriented civ that can specialize in a variety of areas. The game, however, adds in a healthy dose of advanced retro science in the form of clockwork soldiers, steam-powered tanks and flying units inspired by Da Vinci's own designs. The Vinci are obviously based on Renaissance Italy, at least in terms of their politics and culture. Still, the civilizations themselves are pretty damn interesting both in terms of their individual flavors and their abilities.
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