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Author Topic: Rise of Legends, blurring the line between RTS / RPG further  (Read 1924 times)
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LoneVandal LoneVandal
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« on: August 01, 2006, 05:43:38 AM »

In the single player campaigns, that is.  You are placed on a strategic map before each "battle" in which you can build up territories you've already won (which provide you with resources akin to XP), and spend said resources on upgrading your heroes (there are quite a few to play with in the campaign that do not appear in standard multiplayer games), increasing the size of their "party" of units you begin each battle with, and even upgrading the individual units themselves.  

Built up cities provide additional benefits during battles, such as sending caravans of money to adjacent territories when you attempt to take them, or being highly resistant to enemy invasion (yes, there are enemy generals on the strategic map that will attack to take back lost territory).  

All this strategic map action takes place between traditional RTS slug fests backed by an expansive story blending Stargate, steampunk, and 1001 Arabian Nights inspired themes.

Overall the strategic map system is more developed than most SRPG in-between-battle maps I've seen to date, and if you like RTS games with a heavy RPG influence I cannot recommend this enough.

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