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Total Annihilation/Structures

Structures of the two factions, Arm and Core, in Total Annihilation.

Structures Common to Both Sides
These structures (or buildings) look different for either side, but are functionally the same. Unit producers (such as KBot labs, Vehicle Plants, and others) will be listed under each specific side, so that the "unit's produced" can be listed.

Solar Collector
Type: Resource Generator

Built By: Commander, Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane.

Comments: Basic energy collector. Gives 20 Energy per tick. Good to throw up in your basic base before you can build geothermal/nuclear power.

Wind Generator
Type: Resource Generator

Built By: Commander, Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane.

Comments: Another basic energy collector. Best used on windy planets. The amount of energy produced depends on wind speed which varies from planet to planet and from time to time. Wind seems to have no affect on ballistic weapons.

Energy Storage
Type: Resource Storage

Built By: Commander, Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane

Comments: Stores 3000 units of energy. Sometimes used to even out the ups-and-downs in Wind Generator power, or to ensure power is available for heavy artillery.

Metal Storage
Type: Resource Storage

Built By: Commander, Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane

Comments: Sometimes useful, if one reclaims a large amount of wrecks in battle. Otherwise it is rarely needed. Stores 1000 units of metal

Metal Extractor
Type: Resource Generator

Built By: Commander, Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane.

Comments: Extracts the most important resource: metal. Metal is required for all construction, but you knew that already.

Metal Maker
Type: Resource Generator

Built By: Commander, Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane

Comments: Very useful, as it allows for the conversion of the more plentiful resource, energy, to be converted into something more coveted: metal. Converts 60 units of energy into one unit of metal.

Light Laser Tower
Type: Land Weapon (Laser Bolt)

Built By: Commander, Tier 1 Construction KBot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction

Comments: Does not have enough range to be useful at any time in the later game, and is a tad too expensive to be worth it in the early game. It would be better to crank out mobile units instead. However, they can be used to prevent flash rushing.

Radar Tower
Type: Battlefield Intelligence

Built By: Commander, Tier 1 Construction KBot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft and Construction Seaplane

Comments: A good, basic radar unit. Excellent for early base protection. (That is, serving as an early warning unit.) Because it is very cheap and builds quickly, it is easy to set up redundant towers. However, these can be jammed later in the game, and so they will become useless. (if you are playing a competent general who uses jammers frequently)

Tidal Generator
Type: Resource Generator

Built By: Commander, Construction Ship, Construction Hovercraft, and Construction Seaplane.

Comments: Yet another basic energy generator, which varies in output with the tides. Often overlooked.

Floating Metal maker
Type: Resource Generator

Built By: Commander, Construction Ship, Construction Hovercraft, Construction Seaplane

Comments: More expensive than a land Metal Maker, and it floats. Otherwise, it's just the same.

Underwater Energy Storage
Type: Resource Storage

Built By: Commander, Construction Ship, Construction Hovercraft, Construction Seaplane

Comments: 3000 units of energy storage under the sea. Really only useful for water bases.

Underwater Metal Storage
Type: Resource Storage

Built By: Commander, Construction Ship, Construction Hovercraft, Construction Seaplane

Comments: Stores 1000 units of metal. Rarely used, but as shipwrecks hold a lot of metal, this can still be useful.

Underwater Metal Extractor
Type: Resource Generator

Built By: Commander, Construction Ship, Construction Hovercraft, Construction Seaplane

Comments: Extracts metal from underwater metal patches. The more metal, the better.

Geothermal PowerPlant
Type: Resource Generator

Built By: Tier 1 Construction Kbot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft, and Construction Seaplane.

Comments: This power plant can only be placed on top of venting cracks in the ground. They take time to build, but when completed, they will produce 250 energy per tick, which is a great bonus.

Heavy Laser Tower
Note: Arm calls this the "Sentinel", Core calls it a "Gaat Gun"

Type: Land Weapon (Laser Bolt)

Built By: Tier 1 Construction KBot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft and Construction Seaplane

Comments: Excellent laser tower, with enough range and firepower to be useful right up until the end of the game. It is a bit expensive, but worth every penny. These HLTs chew up light units, and can dent the armor of more powerful tanks too. It can occasionally hit gunships, though this is rare.

Defender/Pulverizer
Type: Land/Air Weapon (Guided Missile)

Built By: Tier 1 Construction KBot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft and Construction Seaplane

Comments: Again, excellent to the endgame. They are cheap and easily built, and groups of them can slow down attacks. Unfortunately, these guided missile towers are too weak to withstand any direct attack, but with their medium range they can help protect each other. Needed to shoot down basic and advanced fighter jets.

Dragon's Teeth
Type: Wall Unit

Built By: Tier 1 Construction KBot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft and Construction Seaplane

Comments: A single Dragon's Tooth, designed to delay enemy movement. Dragon's teeth are able to soak up a LOT of enemy fire. Their height keeps them low enough to allow defense turrets to shoot over them, but enemy units have difficulty shooting back. Use them as walls to force the enemy to move where you want them, to slow the enemy down, or to help shield defensive structures from enemy rockets. NOTE: After building, Dragon's Teeth are not counted as "units" in the 200 unit limit. Thus, you can build as many of them as you want.

Note: For the original use of the word "Dragon's Teeth," see Dragon's_teeth_(fortification)

Guardian/Punisher
Type: Land Weapon (Ballistic Plasma Shell)

Built By: Tier 1 Construction KBot, Tier 1 Construction Vehicle, Tier 1 Construction Aircraft, Construction Hovercraft and Construction Seaplane

Comments: Large plasma ballistic shell launcher. Expensive but worth it for the havoc it can wreak on ground forces. Also useful because it out-ranges the unguided rockets used on the more advanced Merl and Diplomat units. This makes it much easier to dispose of them.

Adv. Radar Tower
Type: Battlefield Intelligence

Built By: Adv. Construction Kbot, Adv. Construction Vehicle and Adv. Construction Airplane

Comments: Powerful radar with a large range. It is still cheap, still builds quickly, and is still susceptible to jamming.

Fusion Reactor
Type: Resource Generator

Built By: Adv. Construction Kbot, Adv. Construction Vehicle and Adv. Construction Airplane

Comments: The big mamma of energy production. Throw up one of these as soon as possible and you'll have an energy boost of +1000 per tick. Built 2 or 3 and your energy needs will be pretty well met. These are required for an advanced base. Excellent for powering metal makers.

Moho Mine
(Heavy Artillery will be listed in the "Race Specific" sections, due to the differences between the two weapons, even though they fill the same category.)

Nuclear Missile Launcher
(Heavy Laser Weapons (or the "Blue Laser of Death") will be listed in the "Race Specific" sections, due to the differences between the two weapons, even though they fill the same category.)

Cloakable Fusion Reactor
(Stun Missiles will be listed in the "Race Specific" sections, due to the differences between the two weapons, even though they fill the same category.)

Fortification Wall
Type: Wall Unit

Built By: Adv. Construction Kbot, Adv. Construction Vehicle and Adv. Construction Airplane

Comments: "Dragons Teeth on steroids." That's what the manual called them, and it's a pretty good description. These walls are taller than Dragon's Teeth, and can take much more damage. However, they cannot be used to shield defensive structures because they are too tall. Therefore, they should be used to protect important structures such as Fusion Powerplants, Geothermal Powerplants, Moho Metal Extractors, Moho Metal Makers, and other such critical infrastructure. Simply make a ring of them around the completed building to protect it (somewhat) from bombing runs and artillery fire.

(Moho Metal Makers will be listed in the "Race Specific" sections, due to the differences between the two weapons, even though they fill the same category.)

Targeting Facility
(Rapid-Fire Artillery will be listed in the "Race Specific" sections, due to the differences between the two weapons, even though they fill the same category.)

title: Total Annihilation/Structures


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Total Annihilation/Tactics and Strategy Guide

Control, guide and structure your attack waves
A proper mid-game or post mid-game attack with any force should never be single directional and especially not attack in the most obvious direction. A proper attack should come from the least expected directions simultaneously, e.g. from top and rear instead of a frontal assault. The attack should not be initiated before all units are in place, that is: lined up right outside where the outer radar perimeter and defense systems are believed to have range. The attack should consist of various effective units, if the enemy is known to have large air forces the player should utilize his own air force as escort to shoot down enemy aircraft and the units should have some mobile anti aircraft units grouped together with them. The group should also consist of not only attack-units; radar jamming units and radar units should also be among the group. There are two basic reasons for this: radar jamming makes the enemy unable to target the opposing player's forces and normal mobile radar units make the player's units able to automatically (with a targeting facility) strike at hostile targets spotted on radar. Every one of the items listed will solely make the attack more effective and should all be combined to make the attack as effective as possible.

Scouting
Learning about the enemy's resources and plans is crucial in regard to directing the player's own actions. There are several units designed for this purpose both for land, sea and air and they should be used frequently for this purpose. Scouting should start early and be a continuous activity throughout the game, unless fixed player starting locations are selected for game play the location of the player's enemy/enemies is unknown and should be learned as quickly as possible. Some scouts should be sent directly to known hostile areas and others should be set to patrol either important areas like paths that are needed to be crossed in order for an attack force to advance against the player. Another form which can be considered scouting is to use advanced construction aircraft to move around the map, building advanced radars in various locations, this will give you a nice overview of the map, but is of course no security against radar jammers or cloaking. Units that serve both purposes combined (radar and visual sight) are mobile radar units, radar planes in particular are very useful in many cases, the drawback with such units are cost, build time, lack of speed and weak radar, i.e. the fixed radars and scouts are better at their specific sole purpose than the hybrid units. Smart continuous scouting, multiple advanced radars placed throughout the map and mobile radar units combined together should give the player the best possible overview of the map.

Pressure on the Opponent
Sometimes putting pressure on the opponent by attacking even though the player is aware they are ineffective can be very useful to lead the attention of the adversary away from what the player is actually doing. E.g. the player can attack the opponent continuously over a period simply to keep the enemy busy while the player simultaneously constructs long range weapons within range to hurt critical components of the enemy base. Several smaller attacks can of course also be used to lead the attention away from where the actual huge attack will be coming (which might consist of a tightly packed group completely invisible on radar due to radar jamming).

Search and Destroy
Roaming around the map searching for hostile targets to kill with little or no defense puts pressure on the opponent and often destroys useful things such as radar posts. This is especially useful if the enemy is using a distributed strategy/layout.

This is also important to do prior to a large scale attack, i.e. roam the map, destroy every unguarded (or lightly guarded) scout, radar post, etc. so that the enemy will be as unaware as possible of the fact that an attack is coming at all, and not knowing from which direction. A pattern of hunting for scouts and radars prior to the attack will though of course quickly be obvious to more aware players. For this reason it might be wise to not hunt for radar posts and simply rely on radar jamming to hide the advancing force (radar jamming should be utilized in all cases), however there is no way to hide a large force from patroling scouts, these should be avoided (difficult to almost impossible, but might be possible if very few in numbers) or destroyed.

Base Construction and Maintenance
The most effective way to construct several structures early in the game is to use the Commander and a set of arbitrary helper construction units working together as a team. One of the construction units will initiate the construction with the other units guarding that unit. Having construction units guard another construction unit will make them automatically follow and help constructing whatever this unit is building at the time, thus assigning the initiating unit to construct any number of buildings will have all the helper units assist in the construction of all the structures. However, when reaching mid-game on larger maps and espeically with very high unit limits the player will have vast numbers of construction units and the above tactic will arise some problems; very often the helper-units will stand in the way of the new building to be constructed, making several of the buildings planned to be constructed fail to be built. A more serious problem is that with even larger numbers of helper-units the helpers may actually trap the leader (the construction unit that initiates the constructions) as the helpers tend to pack themselves in a tight circle around the construction site.

A solution to the above problem is to set the helpers to patrol back and forth on a line adjacent with where the new soon-to-be structures will be instead of guarding the initiating construction-unit. Setting construction units on patrol sets them on "repair patrol" which also makes them aid in any construction taking place nearby their patrol route. The idea with a patrol-route being that the helper-units will move out of the way automatically when finished with the building being constructed at the moment, making way for the initiating unit to move itself and also allow it to initiate the new building -- thus making it a fully autonomous process.

There is a limit to the number of construction units that can assist in building a single building, the limit is however only the space and range of the construction units, there are however no such limits on construction aircraft, > midgame the player should utilize enormous groups of construction aircraft to aid in construction as these can do this in almost unlimited numbers. It should also be noted that construction vehicles build faster and move faster than kbots, with construction aircrafts being the slowest builders but fastest moving construction units.

The following steps illustrate a construction set of solar arrays using the former early-game method:

1) Select the helpers

2) Order the helpers to guard the constructor

3) Select the constructor

4) Select the Solar array out of the build menu

5) Hold down shift and left-click a spot to place the first solar array

6) Continue holding shift while left-clicking other areas to place as many solar arrays as necessary

The Commander
The Commander is a very special unit in the game, in addition to having strong armour and having special features like the very powerful weapon called the "D-gun", being cloakable and being able to capture enemy units the Commander is also the unit that can construct buildings the fastest of all and also houses almost all of the energy and metal resources of the player, and most importantly the game can be set to end if the Commander is killed.

Even if the game is not set to end if the Commander is lost this is critical to be avoided at all costs until post mid-game (unless the player can gain an extreme advantage somehow which is mentioned in later sections). Post mid-game the player has enough resource storage facilities and resources in general that losing the commander is not as important, however another "feature" of the Commander is the powerful explosion it makes when destroyed, this has to be carefully taken into account as it can be an advantage in some cases and a disadvantage in others (elaborated in later sections). The Commander should be heavily utilized during the game to construct buildings and aid in construction of buildings the Commander cannot initiate itself. The Commander should only engage in battles where it is certain it will not be destroyed; e.g. the Commander can help deal with an early rush attack but should not be a unit part of a large defence or attack force as it can easily be destroyed despite its heavy armour, this is especially true if the opposing player recognizes the commander is engaged in the battle and then targets all units to directly attack the Commander. It is possible to build decoy commanders, however the usefulness of this is questionable as the opposing player can easily discover if an arbitrary unit is a decoy-Commander or the real Commander by holding the cursor over the unit and the label will reveal which is the case. Post mid-game simply continuously cloaking the real Commander to preserve it for possible later use can be an option.

Make sure to avoid enemy transport ships as your opponent might be using the commander capture strategy.

Resources
Early in the game the player should seek out metal located on the map and build metal extractors in these locations. Locations close by should be built using either construction vehicles or kbots while locations further away should be built using construction aircraft. Once the battle has escalated into a longer game (i.e. rush-period is over) on a normal map, the main way of gaining resources is by using Fusion Reactors and Moho Metal Makers to convert excess energy into metal, this technique is highly superior at this stage in the game. Normal metal extractors simply produce too little metal and have to be scattered across the map in order to function in the first place - making them difficult to protect. Moho metal extractors produce more metal, but suffer from the same (the latter) problem as the normal metal extractors. The player should however not limit the metal production to merely metal makers, a combination of the two can be utilitzed to some degree. On pure metal maps, e.g. "Seven Islands" metal extractors (either normal or moho) is the technique of choice as they can be built anywhere and still extract maximum metal, thus making them able to be grouped tightly together so they become more easy to build and protect.

Rushing
One of the most effective ways to win a game is by rushing the enemy. After the start of the game the player will use all resources on building no defence at all and only building cheap and fast attack units (e.g. the level 1 tank "Flash") by having the Commander guard the vehicle plant and help constructing. Once the player has a few units (or perhaps even after the first unit is completed) he sends them to the enemy base and starts attacking whatever structures and units are there. Any consecutive units are swiftly (or perhaps by even using waypoints) sent to the enemy base to help the first attack wave. The player will continue doing this while expanding his own base at a slow rate. Although the player expands his base slow (slow relative to the rate it would be expanding without either player rushing) his base will most certainly expand faster than the player rushed even if his attacks are only somewhat successful. The player will simply keep this up until the enemy is destroyed.

Distributed Base Layout
One way to organize the structure of the base is to have all buildings scattered across the map with no central core of it all. The most obvious advantage is the player can very easily expand and control large parts of the map and has no huge attractive spots to attack like the Porcupine base will have - the player can scatter valuable structures like Fusion Reactors around the map and have heavy defences for each. The disadvante being that mid-game and beyond the player will be mostly unable to effectively defend every structure scattered across the map, offering the enemy easy targets to destroy.

The Porcupine Strategy
This is another way to structure and organize your base. The basic idea is to build it small and with extreme protection - keeping all your most valuable structures in the middle of the protection, e.g. your fusion reactors, moho metal makers, targeting facility and missile protection system(s). The protection being large numbers of fixed weapons organized in several circles around the base and in some cases several layers of walls. Such a base is difficult and in some cases almost impossible to destroy with conventional tactics. Sending waves upon waves of normal units against it will be slaughtered by large numbers of weapons such as the Vulcan or Big Bertha even before they are in range to return fire, the few units that might make it all the way will be swiftly dealt with by other fixed weapons which can easily be built in extreme numbers. The same problem will arise if the enemy attempts a normal air-strike - anti-air weapons can also be constructed in vast numbers and the Flakker is especially dangerous to large swarms of aircraft. The Porcupine base will not last in the long run if used on a smaller maps where long range plasma weapons can hit any target on the map. If both players adapt this strategy on larger maps where long range plasma weapons is not a direct threat the game can seem to be never-ending for both players as neither is able to really harm the other.

Dealing with the Porcupine Base
Despite the porcupine base seeming difficult to harm on first sight there are several ways to deal with this strategy.

Long range weapons: The first thing the opposing player should do is gain dominance in terms of mobile units, once the opposing player controls the map he can travel across the map with construction units and start building long range weapons within range of the enemy but remove the enemy's ability to retalite with radar jammers. One or more Big Bertha (together with advanced radars) set at "fire at will" (utilizing the "Targeting Facility") can do a lot of damage if not completely destroy the Porcupine base. The Porcupine base will most definitely have long range weapons to return fire and the player needs to assume he will sooner or later be spotted (by scouts) even though radar jamming is being used. Thus the distance of the Porcupine's defences should be measured and the opposing player's artillery should be built outside the range of the Porcupine bases' defences. The downside is of course not being able to strike at any point in the enemy base, but a lot of damage will surely take place in any event if the attacking artillery is not destroyed. The long range weapons of the player should have a high wall around them as this will stop most types of units from being able to effectively strike at them without being an obstacle for the player's own artillery to hit targets far away. A high wall will also allow a direct hit (and in some cases several) to be taken from the enemy artillery's return-fire without destroying the player's artillery.

Defeating the anti-missile system: This tactic is to simply destroy the anti missile system(s) at all costs and then launch several nukes at the Porcupine base, as the Porcupine base is so tightly constructed it will usually be completely destroyed by such an attack. The anti-missile system can also be "beaten" by carefully timing when to fire the next missile, there is a small window which will allow a missile to slip past the defence system.

Cloaked units: A group of cloaked units can (if possible) sneak into the enemy base and attack the most valuable structures which are usually tightly grouped in a Porcupine base, as the cloaked units of the player disable the cloak-feature and engage this will make all hostile base defences instantly retaliate and quickly make them succumb. However some of the shells from the base's defences will almost certainly strike the buildings the cloakable units are standing next to - most likely destroying them in the process, this is especially true if they survive long enough for super-weapons such as a group of Vulcans to suppress fire.

Commander Bomb: The idea here is to make a hole in the Porcupine base which your forces can advance through, this can be done by cloaking your Commander, walking all the way across the map to the enemy base and continue all the way until the Commander is as close as possible to the outer defense perimeter (and if possible sneak even deeper if there are no walls or if there are openings), once close enough or actually inside the Commander will start attacking with the D-gun and be sacrificed, once the commander explodes its powerful explosion will really harm the Porcupine base. The player thus sends in his several waiting attack forces the instant (or perhaps even before) the Commander explodes. Obviously, this doesn't work in games set to end when the commander is destroyed.

Dealing with Artillery
The most simple way of dealing with long range weapons attacking is to return fire with the players own long range weapons. If the source of the attack is unknown - i.e. radar jamming is utilized the player needs to scout for the source of the attack, this is easily done by tracing the bullet as it files across the screen to see which direction it comes from and then sending a wave of scout aircraft in that direction. After sending the scouts off the player selects his artillery and follows the planes as they travel, once they obtain visual contact with the enemy artillery the player orders his own weapons to return fire by selecting the opposing artillery. Once selected the player's defences will continue to fire at the target even if not visible nor on radar. If the player has no artillery to return fire, cannot return fire due to lack of power, cannot target the source of the attack or cannot strike at the target because it is out of range:

1. Destroy the artillery with ground or sea forces. Artillery built outside the enemy base is an easy target for cloaked units (e.g. the "Shooter"). In the event no cloaked units are available conventional attack units and tactics should be utilized.

2. Use an airstrike to destroy the artillery. However if the player does not have air dominance the opposing player will have his air force patroling over (or close by) the area where the long range weapon(s) are located.

3. As an end-game tactic the player can destroy the opponent's energy sources. Artillery cannons need two thousand units of energy to fire each shot and will thus be unable to operate with little or no power. Mobilizing such an attack is however time consuming and should thus only be used as a tactic if a large battle is already talking place around or within the enemy base.

Codes
These are useful codes that are not considered cheats. Type these strings in the chat text-field for the desired effect:
 * "+shootall" will make units automatically attack any enemy structures, normally units will only attack dangerous structures and units even if set at "fire at will", note that using this code can sometimes (or perhaps often) be a disadvantage as sometimes it is desired to focus on units that are a direct threat instead of structures that can do no direct damage to the player's forces.
 * "+bps" will display transfer rates.
 * "+noshake" will make the screen not shake when large explosions occur.
 * "+showranges" will make the selected unit's various ranges (such as visual contact, weapon ranges, etc) show on the mini-map. This clutters the screen if multiple units are selected, so it's best toggled on and off as needed.

Using D-gun
The commander has a very powerful weapon called the disintegrator gun, or "d-gun". This weapon will destroy almost everything with a single hit and can be heavily used early in the game during rush or in end-game (more on this in the Strategy section).

Using the "capture" feature
If your enemy is the opposite of you (e.g. you are playing ARM while the enemy is CORE) then a transport airplane can be used to capture a lone enemy construction unit, bring it to a location where all your units are set to hold fire and then use the Commander to capture the construction unit, i.e. giving you control over it and thus making you able to build units from both sides. The capture feature can also be used to capture other structures and units, such as capturing the CORE Krogoth. If you spot a Krogoth send a group of spider tanks to paralyze it. Once it's paralyzed you can capture it with your Commander.

Tactics considered cheating
These tricks are not fair playing and are considered by many to be cheats and/or bugs.

Commander Capture
After game start, use all resources to build a transport airplane as fast as possible, fly over to the enemy base and pick up the enemy Commander. After this is done the player can simply hover with the airplane until it gets shot down, which will destroy the enemy Commander.

Commander Drop
Early in the game the player will construct a transport airplane, pick up the player's own Commander, fly the Commander to the enemy base (drop the Commander off close by and walk the rest to avoid air defences, if any), walk up to the enemy Commander and attack by D-gun. This will destroy both Commanders but will also destroy most of (if not the entire) base of the enemy without hurting the player's base at all. Both player's energy and metal storage abilities will drop to near nothing, but this can be restored and the player will of course have a great advantage due to the extreme damage caused in the enemy base. Followed by a rush this can easily win the game in an unfair way. Self destruct the transport with a commander inside to destroy the enemy.

"Stealing" energy
After mid-game, building a lot of moho metal makers and turning them off one by one after construction is completed. Once the player has a large amount of metal makers he can turn them on and give them to the enemy - making the enemy's energy resources drop quickly to naught. And of course at the same moment the opposing player's large attack forces sweeps through the enemy base.

Grouping units and structures
Forgetting to make a group for each type of units. E.g. one group for aircraft, one for ground units, one for moho metal makers, one for artillery, etc.

Unaware of shortcut-keys
New players are often not familiar with the most basic shortcut keys, there is a list of the keys in the in-game help, most of these should be learned by heart and utilized whenever needed.

Not utilizing resources
The player should at all times maximize the available resources. E.g. when building a structure the player should have all other available construction units help building (unless energy/metal is a shortage at the time, of course). The fact that this is even possible to do is often forgotten by new players. Having a lot of construction units in general is also something new players regularly do not do.

Wasting resources
In TA there is a maximum amount of energy and metal that can be stored. If you are gaining net metal or energy, and the storage for that resource is full, then the resources you should be getting are simply lost. To avoid wasting resources like this you should spend resources in such a way that your resource storage is never full, or increase your resource storage by building metal and energy storage buildings. If you are about to fill your energy storage you could turn on more metal makers to convert that energy into metal. If you are about to run out of energy, or fill your metal storage, you can turn metal makers off. If you are about to fill both metal and energy storage then you need to build more units and buildings.

Not grouping an attack force
When attacking the enemy, make sure that your forces don't arrive all spread out and so get picked off one by one. Instead, send them all to one spot close to the enemy but out of enemy range, and then send them in. Alternatively, you can have your army guard its slowest unit, then send that one unit on its way. This keeps the group moving together. For more see the Tactics section in the top.

Miscellaneous
Remember that hovercraft can travel over acid and lava, thus being able to attack from very unexpected directions on maps where this is present. Remember to turn off metal makers (these should be assigned a group for easy access) when under heavy attack to allow long range plasma weapons to be able to suppress fire continuously and at a high rate, especially important for weapons such as the Vulcan.

Strategy Links

 * Gnug Home Page - Gnug Home Page. Watch out for pop-ups.
 * Planet Annihilation Warguide - A large, mostly accurate repository of Total Annihilation Strategies

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Total Annihilation/Maps

Click on the maps tab in the sidebar.
 * Official Maps Download Page (From Mirror Site)
 * The Total Annihilation Map Evaluation Centre
 * T.A.R.-Total Annihilation Resources
 * TA-Zone

title: Total Annihilation/Maps


text:
Total Annihilation/Patching

Patches
The most important patch can be found here: http://www.fileuniverse.com/Cavedog/ta1x-31c.exe

title: Total Annihilation/Patching


text:
Total Annihilation/Websites

Official Website

 * Official TA Site (Redirects To Atari)
 * Original TA Site Mirror

Major Fansites

 * TAUniverse - Hosts a number of TA-related 'sites, *forums and news.
 * Planet Annihilation - The Gamespy network TA site. Hosts TA-related sites, forums and news.
 * TA Designers
 * TA Fansite - Features loads of units.

Independent/hosted fansites

 * Andrewace3158
 * Axis And Allies
 * Beon
 * Bethany Brand Units
 * Central Consciousness
 * Complete Annihilation
 * Designed 4 Demolition
 * Encyclopedia Galactica
 * TAU Image Gallery
 * Insane Systems
 * Mayhem Inc.
 * Monolithic Inc.
 * Nova Design
 * Quantum Design
 * Site Updates
 * Switeck's
 * TAPCD
 * TA Revival
 * TA-Starship Troopers
 * TA: Gang Wars/TA: Stars & Stripes
 * Ubercrack Shack
 * Unit Review Central
 * Unlimited Units
 * Visual-TA
 * Warhammer TA
 * Wormhole Productions
 * Aftermath Design
 * Annihilator Units
 * AI Central
 * Antirral Royal Engineers
 * Brave Sir Robin's Research & Development
 * Caer Druagh
 * C.A.N.A.D.A.
 * Core Prime
 * ChaosRealm
 * Design-X
 * D.T.A.K.M.A.
 * Legacy Map Pack
 * MAD TA
 * M.A.G.M.A.
 * MechWars
 * Merciless Creations
 * Metal Storm Design
 * Operation Barbarossa
 * Orion Designs
 * Scientific Design
 * Star Wars TA
 * T.A.A.N.
 * TA: Commander
 * TA Design Corp.
 * TA Forever
 * TA Loyalists
 * TA Mad
 * TA Maps Creator
 * T.A.M.E.C.
 * TA Power
 * T.A.U.C.P.
 * Terror Maps & Units
 * Tileset Heaven
 * The Lost Legacy
 * Warmonger
 * Epic Class Productions
 * Genetically Modified TA
 * Mutation Clearinghouse
 * Real-Time Strategic Carnage
 * TA: Independence War
 * TA Battle Dome

Clan sites

 * 222 Clan
 * Better Than U
 * Blitz/Rush
 * Core Blood Brothers
 * Combined Liberation Forces
 * Duke
 * Dynamic Eradicating Warriors
 * Gnug
 * PL Clan
 * Swedish Yankspankers (Also Creators Of The TA Demo System And More)

title: Total Annihilation/Websites


text:
Total Annihilation/Mods and Addons

Total Annihilation is one of the most moddable games there is, with already more than 2918 custom units, one hundred mods (including TA:Mutator mods), and a dozen custom races available for download. Some well-known TA mods and total conversions:

Cavedog expansions and patches

 * The Core Contingency: A commercial expansion released by Cavedog in 1998. Adds extra units and maps, a campaign and a map editor.  Patches the game to version 3.0, allowing third-party units to be added.
 * Battle Tactics: The second commercial expansion fot TA released by Cavedog. Adds extra units and maps.
 * Cavedog 3.1c Patch Free download. Fixes bugs and lets the game be modified more freely.  Fileplanet download.

Mods

 * Absolute Annihilation 510 carefully-balanced units. The largest stable 3rd-party compilation.
 * GMTA 248 custom units, including a whole tech level.
 * The Pack Uberhack-based mod for Mac users.
 * Seal Pack Naval-based mod.
 * Raven TA Compilation Mod
 * TAUCP
 * TAUIP
 * Ultimate War Mod
 * UTASP
 * Thunder Ball 2 (direct download) Faster paced game.

Retunes and Bugfixes

 * Uberhack First and most popular mod.
 * TA Evolva Project Link to English Translation Replace original TA's 3D models with more detailed ones.
 * Switeck's Bugfix Switeck's excellent bugfix is the foundation for many mods and custom AIs
 * Warmonger Mod Anti-porcing mod.
 * XTA Bugfix.

Total Conversions

 * Armoured Typhoon Converts TA into a modern tank mod with one resource.
 * Command and Conquer TA Replacing TA units with a 3D set of Command and Conquer units and structures.
 * Dune TA Replacing TA units with a 3D set of Dune units and structures.
 * TA: Command and Conquer: Red Alert (direct download) Replacing TA units with a 3D set of Command and Conquer: Red Alert units and structures.
 * TA Mech Wars Replacing TA units with units and structures from Mech Wars.
 * Warhammer 40,000 TA Replacing TA units with units and structures from Warhammer 40,000.
 * Axis and Allies TA Replacing TA units with extremely accurate World War 2 units and structures. (Broken Link...)
 * Operation Barbarossa TA total conversion for Operation Barbarossa
 * World Domination Realistic modern TC featuring NATO and the Soviet Union|Soviet Mospact.
 * WW2 Reborn World War 2 mod featuring the Soviets and Nazi Germany.
 * Imperial Authority Star Wars unit pack.
 * Star Wars TA Massive Star Wars total conversion.
 * Star Wars TA: War In Space Star Wars total conversion in space.
 * TA: Final Frontier Space total conversion featuring the Arm Space Navy and Corespace.
 * TA: Independence War Space total conversion featuring The Federation, The Corporation, The Raiders, and The Aliens.
 * TA: Dark Suns Space total conversion.
 * Opherium 3 Space total conversion.
 * TA MOD: Battle for Paradise

Races

 * Aeropalmon Confederation/Defence Commission
 * Mynn First race
 * The Joined Tribe
 * The Lost Legacy Massive race with over 100 units
 * The Rumadians
 * Rhyoss

Unit Packs

 * Aftermath Design Unit Pack
 * Emergency Pack A pack of smart units.
 * MAGMA Pack
 * Micropack A pack of early game and really small units.
 * Spider Pack A pack of all-terrain assault vehicles.
 * The Total Annihilation Aerial Assault Force A pack of advanced assault aircrafts.
 * UDG 40 Pack

title: Total Annihilation/Mods and Addons


text:
Total Annihilation/List of Abbreviations

 * BB: Big Bertha. The long-range artillery gun built by the Arm faction.
 * Bertha: Short for Big Bertha
 * BLOD: Blue Laser of Death. The weapon fired by the Annihilator building, sniper k-bots, and some other units.
 * D-Gun: Disintegrator gun, able to destroy any unit in the game in one shot. Used only by the commander, this weapon of war costs 400 energy to fire and leaves no wreckage to be reclaimed.
 * DT: Dragon's tooth
 * HLT: Heavy Laser Tower (or Gatling Gun)
 * LLT: Light Laser Tower
 * LRPC: Long-range plasma cannon (i.e. Big Bertha or Intimidator)
 * Mexxor or just Mex: Metal Extractor
 * PA: Planet Annihilation (TA website)
 * TA: Total Annihilation
 * TA:BT or BT: Battle Tactics, a Total Annihilation expansion pack
 * TA:CC or CC: The Core Contingency, a Total Annihilation expansion pack
 * TAU: Total Annihilation Universe (TA website)
 * Timmy: Intimidator. The artillery gun used by the Core.


text: Category:Book:Radiata Stories

title: Category:Book:Radiata Stories


text:
Radiata Stories/Character Recruitment

Certain characters in Radiata Stories may only be recruited at specific times of the day or if Jack is a part of their faction (Human or Fairy).

title: Radiata Stories/Character Recruitment


text:
Feel the Magic: XY/XX/Goldfish

Goldfish is the first level of Feel the Magic: XY/XX.

Plot
The protagonist of the game had just fallen in love with a girl standing nearby, and was carrying a goldfish bowl containing a small goldfish. However, he bumped into someone when trying to get near her, and his goldfish fell into the man's mouth.

Level 1
Level 1 requires that the player remove two goldfish from the man's stomach. There are no obstacles to slow the player down. In order to do this, the player must use the stylus (or a similar object) to rub upwards on the touch screen in order to force both of the goldfish out of the man's mouth. As long as you do not disregard them, they will not go into the man's guts.

Level 2
Level 2 requires that the player remove three goldfish from the man's stomachs. Like level 1, there are no obstacles to slow the player down. The strategy is the same as last time, but this time around the player must force one extra goldfish out.

Level 3
Level 3 has the same amount of goldfish as level 2, but this time, there will occasionally be a wave - caused by the man drinking or swallowing - that knocks the goldfish down near the guts. If you do not get them back up to the throat in time, one will go into the guts, and you will lose a life.

Level 4
This time around, there are three smaller fish instead of goldfish this time, which move much faster and much more unpredictable than goldfish. While the waves remain unchanged, the three fishes' unpredictable nature make the waves more dangerous.

Level 5
This level is the same as level 4 but there are 5 small fish.

Level 6
On this level you have to remove 2 slow, heavy turtles from the man's stomach. These turtles require much more rubbing to move them but are easier to control than the small fish.

Level 7
This level has 5 goldfish and the waves occur more often.

Level 8
On level 8 there are 5 small fish, and they are quicker and more unpredictable than before. The waves are also more regular.

Level 9
The penultimate level has 3 heavy turtles to remove from the man's stomach.

Level 10
The final level has 4 of the small, quick fish and one turtle.

title: Feel the Magic: XY/XX/Goldfish


text: Category:Book:Feel the Magic: XY

title: Category:Book:Feel the Magic: XY


text: Category:Book:Rise of Nations

title: Category:Book:Rise of Nations


text:
Rise of Nations/Units

There are over 200 different types units in Rise of Nations, ranging from the Ancient Age Hoplite to the Information Age Attack Helicopter. All military units are created from military buildings, including the barracks, stable, siege factory|factory, dock, airfield, missile silo and fortress. All unit types, such as Light Infantry, Heavy Infantry, and Ranged Cavalry, are upgraded as the player advances through the ages. These upgrades usually represent revolutionary changes in their particular field; for example, the Arquebusier of the Gunpowder Age becomes the Musketeer of the Enlightenment Age, representing the great advantage of flintlock muskets over the earlier matchlock muskets and shown by increased attack power and reload speed. Also, each nation gets its own set of unique units; the Greeks get the Companion Cavalry and the Russians get the Cossack. Because of the wide variety of units in the game, the strategy factor becomes more diverse, allowing the player to make more choices and decisions regarding units. Units in Rise of Nations are very heavily balanced against each other, each having its own counter and a roughly equal cost, although perhaps in different resources discouraging any great diversity in armies. Units scale in cost as well, increasing in cost as their numbers increase. This, too, discourages diversity and is maligned by many players.

Barracks
Barracks units usually provide the backbone of most armies, requiring, as they do, food, the easily acquired and contantly produced resources, and because barracks are possible of being built in the first age.

Stable or Auto Plant
Stable units are often found in early Commando|raiding armies and are often to be found flanking an enemy. Their speed is their most valuable attribute, and they provide flexibility to armies.

Siege Factory or Factory
Siege units are integral to any invading force, providing the heavy backup needed to secure key positions in enemy territory, allowing units to capture and hold cities, and destroy fortresses. The Siege Factory also provides Supply Wagons, needed to feed and clothe troops in enemy territory, minimizing the effects of attrition.

City

 * Must be accompanied by 'Milita' research at the tower; Citizens then gain a 'To Arms' button on their Control palette

Patriot Units
- The Despot

- The Senator

- The Monarch

- The President

- The CEO

- The Comrade

Unique Units
Each nation can produce exclusive units which are more powerful than the line of units they replace.

 * Aztec

 * Bantu

 * British

 * Chinese

 * Egyptians

 * French

 * Germans

 * Greeks

 * Inca

 * Japanese

 * Koreans

 * Maya

 * Mongols

 * Nubians

 * Romans

 * Russians

 * Spanish

 * Turks

Thrones & Patriots Unique Units

 * Americans

 * Lakota

 * Iroquois

 * Persians

 * A unique unit type available to the Persians and Indians at the Stable.

 * Indians
 * A unique unit type available to the Persians and Indians at the Stable.

 * Dutch

title: Rise of Nations/Units


text:
Rise of Nations/Resources

Rise Of Nations: Resources
There are several main resources in Rise Of Nations, as described below

The Uses
Food is one of the most common resources, and is needed in large quantities to raise armies of the basic infantry unit (such as the musketeer or slinger, for instance) or other basic units (such as the light cavalry). Food is the only resource required for creating villagers, who's resource increase tree starts at approximately 25 food and rises to over 50. Food is used extensivley in the early game, although its usefulness declines later on, when it is pushed out by Oil, Metal, and Wealth.

Gathering
Food can be gathered by farms, which are limited to five per city (seven for the egyptians), and give a base 10 gather. Fishing ships can also gather food. Fishing ships are very useful in water maps, serving both as a farm and as a sea-based lookout. Food production from farms is increased by building a granary in the city in which the farm is placed. Furthur upgrades can be bought at the granary. Food can also be gathered from a number of rare resources.

The Uses
Timber is one of the best resources to have on hand in large quantities, as it is used in almost all buildings and basic infantry units. Timber is used in all ships pre-industrial age, and most buildings even after the 20th century dawns. Wood is used to build farms, making it a nescessity for quick expansion.

Gathering
Also reffered to as "wood", timber is gathered most easily from woodcutter's camps built within a city limit, such that a lumbermill is boosting production. Woodcutter's camps hold anywhere from two to ten workers/villagers, based on the number of trees in the camp's range. Lumbermills have several upgrades for wood production, along with a few to strengthen buildings. Timber is found in only a few rare resources, and therfore large amounts of manpower must be dedicated to its production.

The Uses
Metal is used more late-game, especially after the dawning of the 20th century in the Industrial age in the form of ships and airplanes. Metal is also used in heavy infantry and cavalry, and all artillery post gunpowder age. One of the most important resources, it is furthermore used in machine guns, anti-aircraft buildings and vehicles, tanks, scout cars, flame-throwers, bomber, fighter, and fighter-bomber aircraft, buildings not withstanding. Many computer AI scripts will also request large sums of metal, up to 5000, as tribute in exchange for an alliance, especially in the early game before many players will have built smelters.

Gathering
Metal is gathered from mines, which are positioned near mountains. The size of the mountan determines the number of workers that can be stationed at the mine at any one time. Smelters can also boost metal production up to three times, assuming the mine in question is within the economic radius of the same city as the smelter. Many rare resources also have a metal bonus, including whales.

The Uses
Oil is most definitely the most important resource in the late game, especially after the advent of aircraft carriers in the modern age. Oil is required in extremely large quantities for both conventional and nuclear missiles, making non-cheat nuclear warfare a very costly business. Oil is used in all mechanized cavalry and artillery from the industrial age on, along with airplanes and anti-aircraft guns. Oil is very important for most every army, as it is used in many units and, when required, is generally required in large quantities.

Gathering
Oil is gathered from oil wells, which each produce 35 oil every thirty seconds by default and take one citizen to run. Oil wells are found in the rocky areas that are abundant on most of the maps, and in sea-based deposits is denoted by a large black square under the surface. When a worker is assigned to build an oil well at sea, (an "oil rig") the worker simply moves out to the position in a boat and builds the well, which can then be used as a sea-based lookout. Oil rigs are poplar targets for marauding enemy fleets, though, so sea based exploration can be a costly business. Oil refineries, which serve the same purpose as a granary or lumbermill for food and timber, have the distinct advantage of being able to be built anywhere and have a stackable +33% effect. Therefore, if someone built two refineries, all of his oil wells would have a +66% bonus in production. Oil has the distinct stress-saving feature of having the screen jump to the nearest source when a citizen is told to build a well.

The Uses
Almost everything requires wealth, to put it simply. Most research and many units require it, along with many buildings.

Gathering
Wealth can be gathered from caravans, markets, or rare resources (such as whales). The Taxation technology at the temple provides a wealth gather rate based on the percentage of world territory controlled by your army. The percentage of taxation can be upgraded by various temple technologies. Caravans commute constantly between two cities, gathering wealth along the way through trading.

The Uses
Research, plain and simple. Knowledge is not required for anything else other than research.

Gathering
Since knowledge is the only resource that cannot be traded, wealth must be gathered by scholars at universities. Each university can hold seven scholars, who's gather rate can be upgraded by various university technologies. Scholars are usually killed off after all of the research is complete in a game, since the resource they gather is then unnesessary and they serve no other purpose.

title: Rise of Nations/Resources


text:
Rise of Nations/Ages

Ancient (ca 2000 BC)
The starting age of the game. The Ancient age offers only Foot troops and Tower defenses. Cities cannot increase above Small size, and Knowledge and Metal do not yet exist, so technologies and units that would cost Metal or Knowledge in future ages cost extra Wealth and Timber.This period of history represents the dawn of civilization. It was when humanity first learned to be an agricultural society around 10,000 B.C. and began to congealed to form Nations. The seeds of written language, mathematics and the Nation state was planted and germinated during these formative years of human history. It is the period when civilizations like the Egyptians and Babylonians were at their height, and when others like the Chinese and Greeks were on the ascension. It was when great monuments like the pyramids and the mysterious Sphinx was built. Causing even modern scholars to wonder how such feats of architecture could have been achieved by these ancient peoples. It was also when such clashes of civilizations like the legendary Trojan wars occured to determined the fate of civilizations. A civilization could fade from human memory if they could not survive these formative years of human history. It was indeed a struggle. For this period stretched over many millenia and lasting until around 500 B.C. when finally new powers would come to fore to create what would become the cornerstones of occidental and oriental cultures.

Classical (1999 BC - 500 AD)
Stables, Siege Factories, and Forts can be built, adding to the power of the attack. This is countered by cities increasing to Large size if there are 5 different types of buildings in their sphere of influence. Knowledge and Metal are introduced, and Universities and Mines can be built.The Classical age was so named because it was the height of the Greek Civilization, the father of western civilization. Strictly speaking, the Classical age lasted from around 500 B.C., that was marked by the Persian and Greek wars until the death of Alexander the Great in 300 B.C., having achieved the conquest of eastern europe, the middle-east and south Asia. Which at the time was the largest empire the world has known. The mantle of western civilization would be taken up by the Roman Empire which would create a European Empire that would be the model of Empires and world powers to come. The Empire was forged in the Punic Wars with the Carthaginians and would create a dominion that not only included much of the Empire Alexander created but also included western Europe and North Africa. In Asia, this period also marked high points with the Chinese civilization which included the birth of Confucianism and the first unification of the Chinese civilization under Chin Shi Huang around 200 B.C. The game however, extends the Classical Age to around 500 A.D. to include the period of Roman domination of Europe, which shaped the character of Europe and its pivotal fall as an Empire.

Medieval (501 AD - 1299 AD)
Forts become Castles, and Catapults can be upgraded to Trebuchets, which are significantly more powerful. Also, the key Supply Wagon unit is introduced (along with Spies), allowing for effective siege attacks. All unit types can receive upgrades. The Medieval age is considered the "height of the defense curve," as it gets easier to attack after the introduction of the Supply Wagon, and in subsequent ages.The Medieval Age is synonymous with what is called the Middle Ages. This period covers the next millenium after the fall of Rome to the fall of the Byzantine Empire around 1500 A.D. It is called the Middle Ages because in history it lies between the fall of Rome and the Renaissance in Europe. The middle ages were a time of great political and social change. Much of Europe transitioned first to the feudal system, then with the growth of nationalism, monarchies arose in nations such as England, France, and Spain. During the middle ages, such well know events as the Hundred Years' War between France and England, the Crusades, and the War of Roses occurred. It also corresponded to the Muslim rule of India, the formation of the Japanese civilization, the continued ascension of the Chinese empire and the spread of Chinese confucianism and Indian Buddhist philosophy into the rest of East Asia. But also included the rise of the Mongol Empire which created the largest Empire in human history with their astounding conquests of almost all of Asia and into the doorstep of Europe.

Gunpowder (1300 AD - 1715 AD)
The introduction of Arquebuses, Bombards, and Dragoons pushes the balance of power toward the attacker. The introduction of Gunpowder is one of the most significant developments in history, and in the game. Getting here with a significant lead could end the game in your favor - if you haven't sacrificed defense to do so, and been conquered in the Medieval Age! This age starts with what corresponds to the Renaissance period in Europe, when the scientific stagnation that characterized the previous period of European history was firmly put to rest. Many great artists and scientist like Leonardo Di Vinci whose visionary ideals still amaze us today characterized this period. But also was marked by the invention of a fearsome new technology that was first used in China in limited fashion as far back as the 9th century A.D. The innovations in gunpowder and the pervasive use of gunpowder came after the middle ages in Europe where it was used in first crude cannons for knocking down walls. Its use was later refined and put to desvastating effect when the Ottoman Turks broke through the heretofore impenetrable walls of Byzantium, and slaughtered troops in the thousands on the field with these early weapons of mass destruction. The use of gunpowder was further refined to allow individual soldiers to employ this weapon on a smaller scale with the use of the arquebus and later the musket. Soldier that could wield this new weapon effectively within months of training began to replace the need for archers that needed to train for years to be effective. This period was also marked by the age of exploration when European powers began to strike out to explore and often conquer the world. Spain became a world power with the weapon of this day. It enabled the Spanish to wipe out the Native American Empires in Central and South America with a few hundred adventurer soldiers called Conquistadors. Near the end of this period England would also rise to the occasion and began to take the world power title from the Spanish with such strong leaders as Elizabeth the First. They were not alone of course. France, Portugal and the Dutch also did their share of exploration and conquests. Men such as Magellan, Pizarro, and Columbus were the tip of this European vanguard. This period lasted a mere two centuries until around the 1700's but the world now moves much faster then the earlier periods of history.

Enlightenment (1716 AD - 1880 AD)
Heavy Infantry first gain ranged weapons in the Enlightenment Age, and all units gain significant upgrades, especially Cannon, which go from being primarily siege weapons to having a strong anti-personnel role as well. The Age of Enlightenment, also known as the Age of Reason in Europe. Beginning around 1700 A.D. and lasting to the middle of the 19th Century. It was characterized by the pursuit of knowledge and understanding of nature and humanities' place in it without resorting to religious beliefs. The age of Enlightenment saw many new ideas throughout Europe. Philosophers such as Thomas Hobbes, John Locke, and Voltaire discussed ideas about government, society, human nature, natural rights and questioned old beliefs that had been upheld by the church. At times it became a conflict between religion and the inquiring minds that wanted to know and understand the world through reason based on evidence and proof. Great scientific minds like Sir Isaac Newton would establish the scientific methods that we still use today. It was also a period of clashes in political philosophy as republicanism went up against Monarchies when Napoleon attempted to take over all of Europe, and America fought for its independence from England. Despite that, England grew to its height. The initial steps towards being a world power in the previous centuries was confirmed in the Victorian age when they could boast that the Sun never sets on the British Empire. Indeed by they had claim to colonial possessions around the globe.

Industrial (1881 AD - 1935 AD)
A key moment in history and in the game, as new rare resources are introduced, and Oil becomes a necessary commodity. Offsetting this additional economic worry are the enormously powerful Tanks and Airplanes that defined modern warfare.The Industrial Age was ushered in by England in the middle of the 19th Century. Mass production and mechanization was the order of the day, and enabled those who embraced it to overcome those who didn't and often against overwhelming numerical odds. England's hold on the world was enabled by this paradigm, as they took over much Africa and caused the collapse of dynastic rule in China. Rifles and Machine guns were invented during this time, and caused massive casualties to the targets of these weapons. The American Civil war saw losses in the tens of thousands in just one battle, greater then the combined American casualties of later wars as soldiers struggled to adjusted to these weapons using outdated tactics. This period lasted through to the first quarter of the 20th century, which saw the invention of chemical weapons, the tank and the airplane. All of which saw action in the First World War. It was called a world war for the reason that the limits of influence and communication no longer was restricted to between neighboring countries or even continents, but stretched across the globe. Nations across the globe was embroiled in this single conflict in some way.

Modern (1936 AD - 1968 AD)
Primitive unit types introduced in the Industrial Age now become potent weapons of war, as Tanks, Fighters, Bombers , and Cruise Missiles become available. The all-important Tactical Nuclear Weapon makes its first appearance in this era, which should incite the wise commander to spread his forces a little more sparsely on the battlefield. The Modern Age lasted between the end of the First World War to the 1980's with the end of the cold war. It was punctuated by the Second World War, which became the biggest conflict in human history as democracies faced the forces of fascism across the globe. This period saw the refinements of inventions and previous technologies to a high level. This culminated with development of the Atomic Bomb that ended the Second World War with the defeat of Fascist Germany and Japan. In a peaceful form of competition between nations, technological development continued with the Space Race between the Soviet Union and the United States. Each vieing for sole super power status during the Cold War. However it was also against the background of proxy wars in Korea and Vietnam. Despite inconclusive results or even effective losses in these two conflicts. America winning the Space Race with its Landing of men on the Moon in 1969, combined with the American Capitolist economic system would prevailed over the countervaling communist economy championed by the Soviet Union. America would eventually become the sole super power in the World.

Information (1969 AD - future)
All modern upgrades to Economy, Technology, and Military are now available, including Stealth Bombers, ICBMs, and powerful Main Battle Tanks. Once all technologies in the Information Age are researched, special additional technologies become available to bring the game to a dramatic finish. The Information age represents the age we are now in. It became known by this name in the 1980's when the internet brought information accessibility to the masses like never before. But really began with the invention of the electronic computer in the 1940's when it was used to decrypt enemy communications. A single room size machine eventually evolved into a world wide communication network that its creators never dreamt of. The Jet plane that was invented at the end of the Second World War, not only matured at a rapid pace, it made leaps into Stealth Technology that would make obsolete, what was an advanced technology called radar that was invented during the Second World War that defended England's shores from Nazi Germany. This rapid pace of development and obsolescence of previous technology parallels the speed of communication mediums that travels at the speed of light. Technological viability that was measured in centuries in the ancient times, reduced to decades and then to years in the Information Age. Moore's Law that says that technological leaps would double the performance its predecessors every year or so is the order of the day. Indeed in Rise of Nations game ending technologies like Artificial Intelligence and Global Prosperity allows your nation to create troops or assimilate a captured city instantaneously.

title: Rise of Nations/Ages


text:
Rise of Nations/Nations

Choosing a nation can be an important factor in how the game is played; each nation has several bonuses which may improve their ability offensively, defensively and/or economically. Below is a list of all the nations available in the original Rise of Nations:

 * Aztecs
 * Bantu
 * British
 * Chinese
 * Egyptians
 * French
 * Germans
 * Greeks
 * Inca
 * Japanese
 * Koreans
 * Maya
 * Mongols
 * Nubians
 * Romans
 * Russians
 * Spanish
 * Turks

title: Rise of Nations/Nations


text:
Rise of Nations/Cheats

Rise Of Nations Cheats
Press enter to bring up the chat window, then enter the cheat and press enter again. If a cheat is not working, check spelling.

The Cheats

 * cheat resource all+1000
 * 1000 more of all resources
 * cheat damage (name or no entry)(+ or -)(number)
 * Adjusts damage
 * cheat ai (on, off or debug)
 * Sets AI state
 * cheat ally (nation name)
 * Forces alliance with nation's name
 * cheat explore (normal, explored, all)
 * Changes game explore configuration
 * cheat defeat (nation name)
 * Defeats nation's name
 * cheat deploy
 * Deploys the currently selected Artillery unit(s)
 * cheat nuke
 * Aims a free nuclear missile at the mouse pointer. Be warned, it does have the embargo effect and counts down the armeggeddon timer.
 * cheat bird
 * Drops a Wild Bird at pointer location
 * cheat meet (nation name)
 * Forces encounter with nation's name
 * cheat finish
 * Finishes building or next item
 * cheat die
 * Kills all selected objects
 * cheat sandbox
 * Sets all players to human and map to full map
 * cheat pack
 * Packs the currently selected Artillery unit(s)
 * cheat peace (nation name)
 * Forces peace with nation's name
 * cheat insert (number)(type)(who=RED)(x,y)
 * Puts a building at pointer location
 * cheat add (number)(type)(who=RED)(x,y)
 * Puts a unit or building at pointer location
 * cheat safe
 * Places several Heavy Machine Guns around your capital. Handier in early ages since the guns are devastatingly effective against all pre-industrial age units.
 * cheat diff (0-5)
 * Sets the game difficulty
 * cheat achieve
 * Shows achievements
 * cheat commerce (number)(nation name)
 * Shows/changes the commerce level for nation's name
 * cheat library (number)(nation name)
 * Shows/changes the library tech levels for nation's name
 * cheat military (number)(nation name)
 * Shows/changes the military level for nation's name
 * cheat age (number)(nation name)
 * Shows/changes the nation's name’s age
 * cheat resource (name)(resourcetype or all)(+ or -)(number)
 * Example: cheat resource nation's name food + 1000 would give you 1000 food. cheat resource nation's name all + 10000 would give you 10000 of each resource.
 * cheat science (number)(nation name)
 * Shows/changes the science level for nation's name
 * cheat tech (name)(tech or all)(on or off)
 * Shows/changes technology
 * cheat ranges (0 or 1)
 * Shows the combat ranges
 * cheat reveal (on or off)
 * Shows full map
 * cheat human (name)
 * Toggles computer control off
 * cheat computer (name)
 * Toggle computer control on
 * cheat pause (0 or 1)
 * Toggle pause
 * cheat unmeet (nation name)
 * Turn encounter off with nation's name
 * cheat victory (nation name)
 * Victory for nation's name
 * cheat war (nation name)
 * Forces war with nation's name

title: Rise of Nations/Cheats