Originally posted by: OulOat
Originally posted by: amoeba
oh god, not this again.......I thought I had already discussed the strategic merits of starcraft in the other thread. Explain to me the strategic advantages of Rise of Nations.
Is it like AOE ?
I love SC and BW, probably my favorite RTS of all time, but the features RoN had are amazing. Workers will actually mine/help build when they are idle, so you don't have to worry about workers not doing stuff. Tons of actions you can set for your units (ie. attack everything, don't chase, hold position, attack only worker, raze only, hold fire, etc) and you can set these actions from the production point too, so every unit produced there will follow that action. There are unit formations, and unlike other games, formations are actually important. The game has lots of land, water, and air units (each race has special units). There are a lot of building and wonders of the world. There is a lot more, but I haven't played in a while so I forgot. You might feel that with all these automated actions that micro is non-existant, but nothing could be further than the truth. Every unit has a counter that completely kicks its ass (except, maybe the nuke, but that's way late game). The game forces you to micro your formations, because if you just send them all in there they will all die.
Also, there are a ton of research options. Research not only improves your units/buildings but actually affects how much resources you can mine. Balance between building and researching (can get expense very quickly) is important; spend too much on building and attacking and you will quickly fall behind in research (which screws you over very badly), or don't spend enough on defense and get screwed by a rusher. Because research is so important, many games are long, so don't expect 5 min games.
It's sad that such a great game was never popular. I hope future developers would learn from it and implement some of the features that RoN had.