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Rise of Nations: Thrones & Patriots Expansion Pack

Platform : Windows 98, Windows 2000, Windows Me, Windows XP
Rated: Teen
15 customer reviews

Available from these sellers.
  • Rise of Nations with Thrones & Patriots Expansion Pack
3 new from CDN$ 7.99 1 used from CDN$ 4.49

Game Information

  • Platform:   Windows 98 / 2000 / Me / XP
  • ESRB Rating: Teen Teen
  • Media: Video Game
  • Item Quantity: 1

Product Details

  • ASIN: B0001KVPE4
  • Release Date: April 27 2004
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Bestsellers Rank: #13,576 in Computer and Video Games (See Top 100 in Computer and Video Games)
  • Discontinued by manufacturer: Yes
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Product Description

Product Description

Expansion Pack; requires Rise Of Nations Also includes four new single-player campaigns - The rise of Alexander the Great, the career of Napoleon Bonaparte, the conquest of the New World, and the Cold War

From the Manufacturer

Rise of Nations: Thrones and Patriots, the expansion pack to the critically acclaimed, best-selling, real-time strategy (RTS) game Rise of Nations, adds a barrage of new features to the original game. Combining the epic scope of traditional turn-based strategy games with the fast-paced action of RTS games, Rise of Nations: Thrones and Patriots enables players to explore 6,000 years of history as they amass powerful armies, build prosperous economies, and perform acts of diplomacy.

Rise of Nations: Thrones and Patriots introduces six new nations, four unique single-player campaigns, more than 20 original units, new wonders, and new government types. Unlike other historical RTS games, the Rise of Nations franchise allows gamers to quickly play through eight historical epochs of time from the Ancient Age to the Information Age.


  • Highly diverse new nations: Players can lead one of six new nations--Iroquois, Lakota, American, Dutch, Persian, and Indian--in the single-player campaigns or on a multiplayer battlefield. Each nation has its own distinctive national powers and special units, such as the Lakota who have no national boundaries, or the Americans whose marines can hide anywhere without the need of a General nearby.
  • Rich new campaigns and scenarios: Four new non-linear, single-player campaigns based on historical epochs will keep players busy as they plan their moves on the strategic outer map and play out the battles in over 130 new scenarios. The new campaigns include Alexander the Great, Napoleon, the New World, and the Cold War.
  • Choose a government type: As a nation advances through the ages, players can decide between six different government types. From socialism to capitalism, despotism to republic, each government type has a different power that allows players to customize their nations and open up new tactics and strategic possibilities. A unique Patriot unit is available with each government type, bringing a variety of powers to the battlefield.
  • New units: More than 20 new units, which are graphically unique to each new nation, are available for players to command including the massive Persian War Elephants, armed Dutch merchants, unique ships, and supply wagons.
  • Achieve greatness by constructing three new wonders of the world:
    • Forbidden City: Walled city built in 1407 within Beijing for the Imperial Court of the Chinese emperor. Entry was forbidden to ordinary citizens until 1912.
    • Red Fort: Massive fortification built of red sandstone in 1618, it served as the palace of India's Mughal Emperors. The outer defense wall was 1.5 miles long and 110 feet tall.
    • Hanging Gardens: One of the Seven Wonders of the Ancient World, these gardens were built by Nebuchadnezzar II for his queen in ancient Babylon, circa 600 BC.

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Customer Reviews

4.5 out of 5 stars
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Most helpful customer reviews

The hit of the first Rise of Nations was hard to overcome, but this expansion makes the game even better. The goverments that come into play just add to what type of nation you want to become: Military or Economic. But you will have to choose wiseley in order to win in harder modes of the game.

Overall: Brings new aspects to the game, but lack of choosing grows dull, you can only choose three. * * * * out of 5
The new nations brought into the game are the best features by far, unfournatley, only 6 are new:
Americans (very good, ability to entrench is excellent)
Iriquios (decent, just another nation)
Lakota (decent, just another nation)
Persians (very good, top 5 nations)
Indians (almost exactly like the Persians, very goood)
Dutch (unique units are somewhat inifective, decent)
Overall: Wish there were 1 or 2 more nations to have more playing time in future. * * * * out of five
The wonders are, again, seem to be to few: only 3 more, and at that one of them is just a city, and the other a huge castle. Of course they have huge benefits but I can think of a few "wonders" off the top of my head.
Overall: Highly dissapointed in the quantity of wonders: * * * out of five
The campaigns were defintely needed for this game, just because everything else seems limited (but good). The "New World" campaign is my favorite since you can be about 10 different nations, with different goals in mind. The Napolean and Alexander are roughly the same thing except of for different ages. The Cold War is my second favorite since you have to do many things in order to keep other countries conent with yours.
Overall: Adds to the gameplay but in Alexander and Naploean the senarios are repetitive in late game: * * * * out of five
Dont get me wrong, I love this game and recommend it for anyone, but just way a week or so for the price to go down.
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I'm a veteran off-line RTS player, but I never got around to trying Rise of Nations before now. So I bought the original and the expansion pack, and am reviewing them together.
First thing, the install: I had to clear some space on my applications drive -- adding the two games took well more than a gig (most of my drive is formatted for linux). I'm running under Win98. But the install was flawless, and the program seems very stable. I've only managed to lock it up once in many hours of gameplay.
Learning the game: There is a very handy "quick start" tutorial for people with previous RTS experience. The main difference with RoN from most games is the multitude of resources required. This is a big improvement over the traditional "food, wood, and gold". You start out needing food, wood, and wealth, but quickly you add requirements for metal and knowledge. Later you need oil.
The other big resource is territory. The "national borders" concept is brilliant, because it makes territory a valuable resource. Normally a player can only expand territory by building new cities and forts on the edge of their existing territory. Sitting back and building a big tech base and army will not work, nor will a simple rushing strategy. The game demands balance.
Playing the game: The game is very good at eliminating micromanagement of the citizens. However, there is still a fair amount of micromanagement of the soldiers to do. The game follows the usual pattern of requiring a mix of units (cavalry is good against archers, who are good against infantry, who are good against cavalry, etc.).
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Thrones & Patriots proves: Rise of Nations doesn't get boring. I never got tired of this game. The game features new campaigns, nations, wonders, and more.
The game features all of the nations from the original, plus the Americans, Dutch, Persians, Lakota, and Iriquois. The Lakota is cool, because all units in friendly territory are virtually invisible to the enemy, making it so hard to be able to attack. The Dutch have armed caravans, merchants, and supply wagons making them useful in a time of war. The Persians feature war elephants (my favorite) such as Gun Mahouts. The second city you build with the Persians will be a capital (even if you build a Forbidden City). Every new nation has cool features that will help you to win even more.
New wonders include the Hanging Gardens (even though historians have no clue how they look), the Red Fort, and the Forbidden City. All of these new wonders are great additions to the game. Even though none of them have the extreme powers of the Terra Cotta Army and Angkor Wat (is that how you spell it?!?!), each provides a great decoration.
From Alexander the Great to Napoelon, new campaigns provide a more challenging way to win the game. You also must follow what Napoelon or Alexander the Great did, by conquering the world. You also can choose the Old World and New World. These new Campaigns make a more challenging game.
Starting in the classical age, citizens can build a Senate. The Senate enables you to choose your government (Democracy, Republic, Despotism, etc.) By choosing a certain type of government, you will get a leader (Democracy-President) that you must protect. Your leaders can act as generals, if you like them to.
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