
Each decision counts and you may find yourself in a pre-made set piece battle or a build resources random style scenario. Though not as deep on the strategic map as the Total War series, there is no "RTS" title to compare. Attention to the campaign game is what sets RoN apart from its genre rivals. The open ended strategic map system is the heart of this game. Most welcome are the four new strategic campaigns. The concept of government types is added and each has its own advantages, special bonuses and unique Patriot unit. This beauty even has a new set of rules and dynamics involving nuclear weapons and espionage missions.Īdded here are six new cultures to play (Iroquois, Lakota, American, Dutch, Persian and Indian) and new units - including the indispensable War Elephant. The Cold War campaign - the largest - starts in the modern age, ends in the information age and spans an expanded world map. The Alexander campaign never leaves Ancient times, for example, as you lead the Macedonians in their quest to control the Eastern Mediterranean. This time around, the campaigns are each rooted firmly in a particular epoch.


The main problem was that just as you'd get stuck into the units and technologies of one era, things would arbitrarily advance to the next. The original game's solitary campaign started at the dawn of civilisation and ended about now. What you're really paying for in Thrones And Patriots are the four new single-player campaigns. Unless, of course, you use the pause function - but pausing in a real-time strategy game is for pussies, right? Juggling a campaign in enemy territory and keeping up with the Joneses on the technology and infrastructure front is now even more of a head shag.

The flipside to the Senate's new options is that RoN was already in danger of becoming a frenzied upgrade-fest in the larger missions. Here, you research political systems, with each regime style subtly affecting the mechanics of your economy and fighting units. Governments are managed through the new senate building.
