Rise of Nations adventure archiveRise of NationsGUIDES
Rise of Nations / Cities & borders

Rise of Nations city capture, assimilation and national borders

Capture and hold the city long enough for it to become useful.

Edition covered

The original Rise of Nations systems, with expansion features labelled where relevant. Pictures show Extended Edition, which includes Thrones and Patriots and modern presentation changes. Nation totals and Conquer the World campaigns differ from the base 2003 release.

Damage and capture are separate steps

Extended Edition early city with farms, workers and a river nearby.
Extended Edition early city with farms, workers and a river nearby.

Siege can reduce a city, but ground troops must secure it. Bring suitable infantry into the assault plan instead of expecting artillery alone to produce a stable conquest.

City assault sequence
StepActionPurpose
ApproachBring escorted siege and supplySurvive the enemy border
BombardReduce the defended cityAvoid wasting infantry on full defenses
CaptureUse suitable ground troopsTake control of the city
AssimilateHold against counterattacksTurn conquest into a stable base
Repair and expandRestore the positionSupport the next operation

Protect the assimilation period

A captured city takes time to assimilate. It is vulnerable to a counterattack during this period, so leave a defense and keep reinforcements close rather than immediately marching the entire army onward.

Territory tools
ToolEffectStrategic use
CityCore national territory and economyExpands the usable map
TempleBorder and civic supportStrengthens territorial influence
FortMilitary footholdControls a contested approach
Attrition technologyDamages unsupported invadersMakes deep raids costly
Supply WagonCounters enemy attrition nearbyEnables an extended offensive

Use borders as a military system

Cities and other national structures extend territory. Borders influence construction and attrition, so taking the right city can change the entire logistical shape of a war.

Check the capital countdown

Losing a capital can start a defeat countdown under the relevant rules. Respond to the displayed timer immediately; retaking it may be more urgent than completing an unrelated siege.

Useful tip

Losing a capital can start a defeat countdown under the relevant rules. Respond to the displayed timer immediately; retaking it may be more urgent than completing an unrelated siege.

References
Guide references
ReferenceWebsite
Publisher game and edition listingstore.steampowered.com
Publisher manualshared.fastly.steamstatic.com