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Military
conflict does not exist in a vacuum. Diplomats and statesmen crossed their sorts
of swords across the negotiating table (or the airwaves) long before the first sorties
began, in any dispute. To some extent, politics defines the breadth of tactical
complexity in any engagement.
Turn-based strategy games give you this power:
to affect battle before it begins. Real-time strategy games give you the command
to dictate the flow of battle after it has begun. Rise of Nations gives you both,
in the Conquer the World campaign.
In the early going, you may find yourself doing something like defending your capitol
city for 10:00; you might manage multiple fronts and learn the importance of Lookouts.
But history is a long roll call of fierce combat, and the foes awaiting you when
you begin your march across the globe May 20 want more than your capitol. They want
to push you right off the map.
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Turn-based gameplay
– The heart and soul of Rise of Nations is combat, but the intelligence of
the game lies in the turns you take before the battle starts.

Before and after each battle in the Conquer the World campaign (and bring a comfortable
seat; battles are no short affairs), you'll assess the map, your resources, your
bonus cards, your tribute, your allies, and more. To own the globe you must plan
well at every stage.

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Real-time gameplay – It goes without
saying that you'll send hundreds of units into battle once you set the stage. Save
your campaign at any time between battles.
You can always play a Quick Battle in solo play whenever you like -- pick
a nation, a map, rules, victory conditions, prices, handicaps, and more.
More screens from Conquer the World:



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