Nations — Rise Of

In the crowded pantheon of real-time strategy (RTS) games that emerged during the genre’s golden age— StarCraft , Age of Empires , Command & Conquer —few titles dared to reimagine the core formula as radically as Rise of Nations . Released in May 2003, the game was the brainchild of Brian Reynolds, a legendary designer whose previous credits included Civilization II and Alpha Centauri at MicroProse. With Rise of Nations , Reynolds sought to answer a question that had long plagued strategy gamers: Could you merge the sweeping, epoch-spanning depth of a turn-based 4X game (eXplore, eXpand, eXploit, eXterminate) with the visceral, moment-to-moment action of an RTS?

Playing Rise of Nations today, you notice how many modern games owe it a debt. The "district" system in Civilization VI ? The "front line" mechanics in Hearts of Iron IV ? The territorial control in Beyond All Reason ? All echo ideas that Rise of Nations first realized in real-time. Rise of Nations

It is not a game for everyone. If you want breakneck micro and flashy abilities, look elsewhere. But if you want to feel like a true sovereign—guiding a small tribe from the discovery of iron to the launch of a spaceship, while fending off Mongol raids, colonizing a new continent, and racing an enemy to nuclear weapons— Rise of Nations remains, two decades later, unmatched. In the crowded pantheon of real-time strategy (RTS)