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windupmerchant
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Ya no how the Brits and other nations played music when they were fighting in American revoloution era?
If they made a musician unit then it could act as a morale bonus making the troops stronger in a way, it could have a sort of have a limited which it could keep the morale up in a battle by playing and then its "power meter" would have 2 recharge...well, just a thought..
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Praetorian
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Every nation back then played music to raise the moral of troops even back to the acient ages of time. That would be a good idea to add music players to the game like drums to the french and english and pipes to scottish.
Also I know you added a lot by now and my idea might mean you need to change a few things around but wouldn't it be a good idea to seperate first world war and 2nd world war into two seperate ages, like in ee, world war 1 weapons r in one age and 2nd world war weapons in next age, well up to u, also nukes not sure if u have em but if u do r u planning on making it so they take a long time to produce, or possible need a satalite to fire them, need satalite to scout out a location on earth to send it.
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Praetorian
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Also i just read there is nukes, i just found that out, and i read theres a nuke armageddon, and game ends, maybe game shouldn't end maybe u could just have a trigger go off destroying all buildings and major armies of the nations, leaving vills and other things, or you could send the nations back to the stone age or dark age, that would be an awesome thing. Just think of it, all technology is erased civilization forgets its history and technology, humans have to begin again without any recognition of what happen. Besides game ending right away. I can already tell there be a lot of people disapointed that a game ends likes that.
Of course players would know what happen they just have to begin game again from stone age, and maybe they can find ruins like broken down factories or universities.
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Praetorian
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Choosing a nation is choosing the nations enemies too, if you choose to put Britians in the game u have to put some nation that had conflict with it in the past like french and germans that was no big messeage just saying that so i can have an intro to this, the persians i think they should be here, considering they fought greeks and greeks are in the game, i think it be a smart thing to include another ancient civilization yes civilization notice the word nation not in there, i know persians were not a nation as BHG is looking for, but come on Persians had one of the largest empires, practically because they didn't fight too many hard nations to get it it was mostly sending armys in villages who had no army to defend, and other nations simply surrender to persian because of rumors that persian was strong, greeks defeated persians numerous times, if your going to include greeks there have to be persians, greek campaigns in the games or single player scenarios people might make would be much better if u make persian civ, so someone could make a Persian War campaign.
Carthage is another great idea yes it fell quite quickly wasn;t a nation for long but yet it make a great campaign for romans, a punic war campaign.
Next post includes my list of civs would i beleive should be in game.
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Praetorian
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India yes i agree with BHG not including them.
Europe Nations-
Britian
France
Germany
Visogoths or Ostrogoths, not much of a nation but they could go well for a end of rome campaign or scenario.
Roman
Greek, or you could make 3 other civs of greeks Macedonians, Sparta, and Athens
Russia could be a cool civ to have in a world war 2 scenario.
Africa--
Carthage, If your having rome you must include Roman, One of Romes strongest foes deserves to be in the game with em.
Bantu, im not sure about them i don't know much, i can tell they wont be too popular in the game though, i wouldn't honestly pick them.
Numidians yes they should be included some people don't know much bout them, but they were a cause for the death of Carthage, they were allied to rome and well i could go on but Numidians deserve to be in game.
Middle East---
Persians-- same as carthage if you have greek u need persia, maybe players would have a fun time recreated campaigns of persian wars and alexanders war.
Arabs
Ottoman Turks, excuse for if i spelled that wrong.
and maybe Mesopotamia or babylonia, babylonia was no military power but they and meso contributed much to society and technology i beleive farming techniques and carts wheels were one of those acheivements.
Asians----
China
Japan
Koreans
Mongols i dislike them but they could be a good raiding civ on horseback if you don't include huns, with mongols remember to give them raiding techs.
America civs-----
Aztects no doubt they should be in game
Incas can't leave em out, a civ that has little known about it they survived high up in moutians they even had stone roads and messenger systems that worked quite well without PAPER.
Mayas or Mayans did contribute a lot, they were technological and scientific people but i wouldn't pick em in a game though.
USA civ they would not be a good choice for people wondering bout em, maybe in an expansion u can include them in an american conquest game.
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Praetorian
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Yea that would be a good idea, also for american civs i hope they have different ships, like in aok the aztects or mayans could make gallys and war gallys, in real life those states could only make canoes or small ralfs for war boats.
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playshogi
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Judging from the screenshots, is all the combat going to take place in open fields? Is there going to be a tech called "use building for cover"?
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Mahdimael
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Sandy Eigo, CA, USA
May 2001 time: 05:18
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One thing I've noticed from all the screenshots is the battles all seem to be one army lined up running into another lined up army. If I want a mass of troops running into someone else's massed troops, I'll play warlords battlecry or starcraft.
One of my favorite games is Cossacks, because it accurately depicts how formations were superior to a mass of random units.
So how does this relate to Rise? Certainly, warfare changes throughout the ages, from massed berserkers to small units of modern soldiers. Strategies should reflect the times. Lines and formations should be available through napoleonic times, trench warfare should occur with the advent of the machine gun, and small squad based tactics should be available later on. Even better, make these researchable, and give them a noticeable effect. Someone using napoleonic tactics against a machine gun lined trench should be slaughtered, as should someone using squad based tactics in napoleonic times.
In short, make it somewhat realistic,but make the battles eminently controllable. I don't want to pump out masses of units because that's the only viable strategy.
Last edited by Mahdimael on 08-08-2002 at 03:11
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Praetorian
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I like mah idea really good idea, cossacks was a realistic game, and most people didn't like that, the part that its slow to advance age and buildings take forever to make, also the thing bout mass troops thats a cool idea too, or what mah said bout it, researchin formations.
DOES the creaters ever read these forums and actually consider our ideas.
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Praetorian
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Kamkazis was a last resort weapon in world war two, their unique unit would have to be planes, not suicide planes. That could be an option planes could have that button on the mini map or somewhere that says to fly the plane into something.
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Carver
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reprocessing plutonium, Yongbyon, NK
Jan 2002 time: 23:18
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quote: Originally posted by Crazy Dog
Yeah me too. I mean Nubians are a silly choise for a civ. I mean what are they famous for? Nothing!
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They're not famous in the West becuase Westerners (save Egyptologists) know very little of that part of the world, but that doesn't mean they weren't accomplished.
Karmah, the first Nubian nation, was producing advanced ceramics by 8000 bc, before Egypt. By 1700 bc the capital had 10,000 residents with specialized occupations and a dedicated standing army. The graves in Karmah grew in size and complexity suggesting an increasingly prosperous nation. Karmah intervened in the Hyksos invasion of Egypt seizing "lower Nubia" from Egypt and holding it from 1700-1500. By 1500 Egypt had the upper hand and ruled Nubia until about 1000.
By 850 Nubia was firmly independent once again and the second Nubian nation, Kush, arose. In 750 Kush invaded, defeated and united Egypt. They ruled the area from present-day Khartoum to the Mediterranean for 100 years.
Later Kush retreated southward to Meroe. There, the language Meroitic and its own writting system, replaced Egyptian. Meroe introduced ironworking to Africa and produced it in large quantities.
Vive Nubia

Last edited by Carver on 31-08-2002 at 04:38
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Blue Moose
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Columbus, Ohio USA
May 1999 time: 00:18
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I made a new thread and posted this, but I was stupid...didn't realize there was already a thread for suggestinons, so I am posting this here.
Here are some interface options I'd like to see in RoN (a number of this ideas come from my experience with EE). Hopefully they wouldn't be hard to add to RoN before it ships (or better yet, they are already in there!) I am eagerly looking forward to RoN in any case, but the following would be some "extra nice" features.
1. A button to select the first half/second half of the currently selected group. As well as the parts of the group in thirds. This way a larger army could be easily split up into smaller armies. Ideally, each unit type would be split up equally among each of these groups. So if I had an army of three unit types assigned to my '1' key. I could assign the last third to the '3' key, the middle third to the '2' key and the first third to the '1' key. With each of those three unit types equally split among those groups. Even more ideally, each 'third' would be a an even split of the army formation (imagine 2 lines through the army in formation splitting the army into thirds). I think this would be quite handy.
2. Custom formations would be nice, perhaps even an editor to make your own custom formations (not entirely an interface issue). As well as hot-keys for formations. I read in one of the previews that the mouse weel can be use to move between formations, something about changed how the echelons are positioned, I think. This is a nice feature, but it would be nice to have this customizable to some extent as well (or perhaps pressing the shift/control/alt keys would allow you to cycle through different formation schemes). It was somewhat unclear as to wether the army selected would immediately adopt the new formation without you needed to click a spot on the map. (I'd like this since you could have the sides of your army close in and surround the enemy as it was winning without needing to do extra clicking).
3. Customizable hotkeys for *everything* including unit groups and the like.
4. Hotkey for scrolling through all units of the currently selected type, depending on wether it is idle, not idle, or just all of them combination of the above.
5. Hotkey for finding military units not currently assigned to a group.
6. Ability to tell a building to keep building a particular unit or sequence of units as long as it can get the necessary resources.
7. A "scout borders" order for units, as well as an order to patrol between two or more waypoints (think Dark Reign where you setup a waypoint system and then could assign units to it).
8. Not quite an interface hope, but I 'd like my medics and anti-aircraft guns to stay with the body of my army. So if I give an order that says "everyone go here and attack anyone along the way" then they won't just go to that spot, but will stop with everyone else if land resistance is met. (I am not sure if there will be medics since supply wagons seem to play some role in unit healing, but basically this applies to the entire army...I want them to stay together as a cohesive force if any of them get engaged...including, now that I think of it, if those anti-aircraft start attacking some aircraft...I don't want my ground to ground forces moving on without them).
9. Ability to set default AI on units. In EE I found I didn't like the aggressive behavior at all. having my units hold their ground worked much better, since they'd stay together and no one would wander of and die, hence the enemy had to face everyone. It was annoying having to get constantly be changing the AI for newly produced units. Ideally you could set the unit prefs for each unit-type, not for each building as some past systems have done. Perhaps this could be an option you can tweak before games that automatically loads when you play?
10. Hopefully there will be an alert or other (at least optional) warning when an foreign civilization moves any military troops into your territory. Likewise, I hope the normal unit AI avoids going into foreign territory unless you are at war (this might be especially true with planes that circle around a spot).. It would be nice to have an optional warning/cofirmation screen if you order your troops into another's territory with whom you are not at war with.
11. Will you be able to make a treaty delcaring a part of land as a no-fly/no military unit zone?
Hmm, that's all I can think of now, but other can feel free to add their own thoughts to this.
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Blue Moose
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Columbus, Ohio USA
May 1999 time: 00:18
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One thing that I've never seen in a game, is a historic useage of walls and seige engines.
Up until the emergence of gunpowder, the bigger, thicker, and taller the wall, the better. They were harder to knock down, and made the fortress last longer.
However, when gunpowder came around, that all changed. Walls became very shallow, because cannon could easily hit and demolish a large wall. A shallow wall however, was much harder to hit, and some cannon and troops could easily shoot over the wall, hence making it very defensible. Into the modern era though, this has changed yet again. Stationary fortifications of any sort don't work all that well, at least not against artillery and aircraft. The sole exception is the deeply buried bunker, but that is not something you can defend from, only hide in and wait for reinforcements (or possible lauch nukes). Even this can be damaged though, if enough effort is given (there are missles that can penetrate deeply into the rock, and very few bunkers could survive a nuke or two). In mondern eras, wars are very mobile affairs, all else being equal, the more mobile army wins. It would be nice to see this evolution of walls and forts occur, as well as having some system to man walls with archers/riflemen.
As for seige engines, in ancient times they were very innaccurte, and hence you couldn't go about using Trebuchets against ground troops (as a good number of people do in EE), they simply wouldn't be able to hit such a target. Even against castle walls they took some time to do damage (for after each hit they'd need to be lined up and aimed again). I'd like to see the innacuracy of artillery and seige modelled in some way. Very accurate weapons didn't come along until the civil war era (I believe, and those were stationary). You didn't really get accurate field weapons until the world wars (again, as best I remember). So it would be nice to see this modelled.
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