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More information can be found on the Mods page. Other mods have sprung up since then, ranging from the historical to the pseudo-historical to the entirely fantasy-themed. Of these mods, popular ones such as Rise of Napoleon, Rise of Kings or the Second Great War (1939-1945), added or revamped nations more specifically tailored to the historical time frames those mods covered. A number of mods have sprung up, and with them, new nations. Unsurprisingly, the game has brought up the attention of modders since its introduction more than a decade ago. For instance, NATO re-uses the abilities associated with the British, while the Warsaw Pact reuses those of the Germans as well as their units - should you invade Central Europe during a rebellion, you would discover your allies were armed with Tiger or Leopard tanks (historically they used the same equipment as the Soviets). More recycled units and abilities are used in this scenario. It was thought that this campaign-specific repurposing of factions sparked off the Rise of Napoleon modification, which clearly was loosely based on the same conflict covered by this CtW. Strangely, however, the Sardinians didn't just share the Power of the Horde of the Mongols, but could even recruit Golden Horde Horse Archers. For instance, the Portuguese had the Power of Gold and could field the same Siege Mortar units as the Inca. The unclaimed territory of the Caribbean is occupied by Pirates, which by their use of Landsknechts appear to be modified Germans.Īgain, various different nations recycled abilities and to a certain extent units. As a unique unit, the Portuguese have the Bandeirantes, a heavy gun infantry with stealth. The Portuguese are a playable faction from the New World campaign, and have the Nubian Power of Trade.
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Oddly enough, the many Greek city-states of Magna Graecia were depicted as being Macedonians, with a few being capable of fielding Companion Cavalry.
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A small amount of these unique units, such as the Arquebus Immortals of the Persians, or the Jaguar Assault Infantry of the Aztecs, belong to the realm of alternate history, as the game itself does by its very nature. Each nation also has a set of unique units, most of which are based on historical units the nation had or currently has, like the British Longbowmen, the Roman Legions or the German Tiger Tank. All playable nations are based on historical nations and civilizations of the past or present, and each has its own set of unique bonuses and advantages that help them in certain ways, also based on historical precedents - for instance, Mongols having cheaper and faster cavalry, Russian territory generating the greatest attrition, or Lakota not needing Farms to obtain Food.Īll nations, regardless of the time period they thrived or existed in, have access to every age in the game. Nations are the playable factions that a player can choose from in Rise of Nations.