Features

A whole history to play

Nations Reborn is a real-time strategy game. You gather resources, grow cities, research and raise armies, and lead your nation through eight ages against up to 23 others.

Eight ages

From the Ancient Age to the Information Age

Every nation starts as a few citizens round a city and climbs through the ages by gathering food, timber, metal, oil, wealth and knowledge. Each new age brings new soldiers, ships, buildings and wonders. A game can also start in a later age.

  1. Ancient Age

    Hoplites, bowmen and horse raiders; triremes on the water. Wonders: the Pyramids and the Colossus.

  2. Classical Age

    Phalanxes, archers, cataphracts and catapults; galleys and dromons; generals and scholars. Build a Senate and choose your first government. Wonders: the Great Library and the Colosseum.

  3. Medieval Age

    Knights, pikemen, crossbowmen and trebuchets; carracks; spies and supply wagons. Wonders: the Forbidden City and the Porcelain Tower.

  4. Gunpowder Age

    Arquebusiers, cuirassiers, hussars and bombards; caravels and the first frigates. A second choice of government. Wonder: Angkor Wat.

  5. Enlightenment Age

    Musketeers who fire by volleys and charge with the bayonet, lancers and cannon; men-of-war and bomb vessels. Wonders: Versailles and the Taj Mahal.

  6. Industrial Age

    Riflemen, machine gunners and field guns; ironclads, dreadnoughts, destroyers and submarines; the first biplanes. A third choice of government. Wonders: the Statue of Liberty and the Eiffel Tower.

  7. Modern Age

    Tanks, bazookas and artillery; battleships and aircraft carriers; bombers; missile silos and nuclear missiles. Wonder: the Supercollider.

  8. Information Age

    Main battle tanks, mechanized infantry and rocket artillery; jet fighters and stealth bombers; missile cruisers and attack submarines; cruise missiles, ICBMs and missile interceptors. Wonder: the Space Program.

32 nations

Every nation is different

Each nation has a national power that shapes how it plays, and unique units that take the place of an ordinary one, dressed as that nation’s soldiers were.

  • Flag of the Algerians

    Algerians

    Power of the Corsairs

    Ships 15% faster, gain 8 wealth for every enemy unit killed, stronger attrition against invaders.

    • Xebec replaces the Caravel · Gunpowder Age. Fast lateen-rigged corsair ships of Algiers.
    • Moudjahid replaces the Infantry · Modern Age. Guerrilla fighters, hard to pin down.
  • Flag of the Americans

    Americans

    Power of Enterprise

    +20% wealth, factory and airport units 15% cheaper, +10% caravan income.

    • Marine replaces the Infantry · Modern Age. Elite amphibious infantry.
  • Flag of the Argentineans

    Argentineans

    Power of the Pampas

    +15% food, cavalry train 30% faster, cavalry +10% attack.

    • Gaucho replaces the Hussar · Gunpowder Age. Pampas horsemen, fast and hard to catch.
    • Granadero a Caballo replaces the Carabinier · Enlightenment Age. San Martin's mounted grenadiers.
  • Flag of the Brazilians

    Brazilians

    Power of the Amazon

    +10% timber, +10% food, +1 territory radius.

    • Bandeirante replaces the Arquebusier · Gunpowder Age. Frontier gunmen, quick through the bush.
    • Minas Geraes replaces the Dreadnought · Industrial Age. Brazil's dreadnought, among the mightiest warships of its day.
  • Flag of the British

    British

    Power of Empire

    Ships +25% hit points, dock units 20% cheaper, archers +1 range.

    • Longbowman replaces the Archer · Classical Age. English longbowmen with extended range.
    • Yeoman Archer replaces the Crossbowman · Medieval Age. Veteran longbowmen.
    • Redcoat replaces the Musketeer · Enlightenment Age. Disciplined line infantry.
  • Flag of the Canadians

    Canadians

    Power of the Great North

    +2 territory radius, cities 20% cheaper, +10% timber.

    • Mountie replaces the Lancer · Enlightenment Age. Red-coated riders who police the frontier.
    • Avro Arrow replaces the Jet Fighter · Information Age. Canada's legendary supersonic interceptor.
  • Flag of the Chinese

    Chinese

    Power of Civilization

    Citizens train twice as fast, +25% build speed.

    • Chu Ko Nu replaces the Crossbowman · Medieval Age. Repeating crossbowmen with a rapid rate of fire.
  • Flag of the Colombians

    Colombians

    Power of El Dorado

    Rare resources produce double bonuses, +25% wealth, +10% food.

    • Guecha Warrior replaces the Hoplite · Ancient Age. Muisca warriors of the Andean highlands.
    • Llanero replaces the Lancer · Enlightenment Age. Lancers of the plains who rode with Bolivar.
  • Flag of the Egyptians

    Egyptians

    Power of the Nile

    +2 farms per city, +15% food, wonders 25% cheaper.

    • War Chariot replaces the Horse Raider · Ancient Age. Egyptian chariots, sturdier than horse raiders.
    • Heavy Chariot replaces the Light Cavalry · Classical Age. Upgraded Egyptian war chariots.
  • Flag of the French

    French

    Power of Revolution

    +20% timber, generals and supply wagons 50% cheaper, cavalry +10% hit points.

    • Gendarme replaces the Knight · Medieval Age. French heavy lancers.
    • Garde Cuirassier replaces the Cuirassier · Gunpowder Age. Imperial guard heavy cavalry.
  • Flag of the Germans

    Germans

    Power of Industry

    Citizens 30% cheaper, +15% metal and oil, factory units 15% cheaper.

    • Landsknecht replaces the Elite Pikeman · Gunpowder Age. Mercenary pikemen with great two-handed swords.
    • Panzer replaces the Tank · Modern Age. Fast, well-armored German tanks.
    • Leopard replaces the Main Battle Tank · Information Age. Modern German main battle tank.
  • Flag of the Greeks

    Greeks

    Power of Philosophy

    Library research 25% cheaper, +10% knowledge.

    • Hypaspist replaces the Phalanx · Classical Age. Elite Greek shield-bearers.
    • Companion Cavalry replaces the Cataphract · Classical Age. Alexander's elite heavy horse.
  • Flag of the Indians

    Indians

    Power of Multitudes

    +25 population cap, citizens 15% cheaper, +10% food.

    • Gajasena replaces the Knight · Medieval Age. Armored Indian war elephants, slow but nearly unstoppable.
    • Sepoy replaces the Musketeer · Enlightenment Age. Drilled Indian infantry, hardy in massed ranks.
  • Flag of the Indonesians

    Indonesians

    Power of the Spice Islands

    Dock units 15% cheaper, +30% wealth, +10% food.

    • Kris Warrior replaces the Phalanx · Classical Age. Javanese swordsmen with the wavy-bladed kris.
    • Jong replaces the Carrack · Medieval Age. Huge ocean-going junks of the Javanese fleets.
  • Flag of the Iranians

    Iranians

    Power of Satrapy

    +1 city limit, rare resources produce double bonuses, +10% wealth.

    • Immortal replaces the Bowman · Ancient Age. The Persian royal guard.
    • War Elephant replaces the Cataphract · Classical Age. Massive armored elephants.
  • Flag of the Italians

    Italians

    Power of Law

    +1 city limit, barracks units 10% cheaper, forts and cities 25% cheaper.

    • Legion replaces the Hoplite · Ancient Age. Roman heavy infantry, tough and effective against buildings.
    • Imperial Legion replaces the Phalanx · Classical Age. Veteran Roman legionaries.
  • Flag of the Japanese

    Japanese

    Power of Bushido

    Infantry +15% hit points, barracks units 10% cheaper.

    • Samurai replaces the Pikeman · Medieval Age. Warrior elite, excellent against other infantry.
    • Daimyo Samurai replaces the Elite Pikeman · Gunpowder Age. Veteran samurai.
  • Flag of the Koreans

    Koreans

    Power of Bravery

    Buildings +20% hit points, towers and cities +30% attack.

    • Hwarang replaces the Archer · Classical Age. Korean elite archers.
    • Turtle Ship replaces the Frigate · Gunpowder Age. Armored Korean warship.
  • Flag of the Mexicans

    Mexicans

    Power of Sacrifice

    Gain 12 wealth for every enemy unit killed, infantry +10% attack.

    • Jaguar Warrior replaces the Hoplite · Ancient Age. Aztec elite warriors, ferocious against infantry.
    • Eagle Warrior replaces the Phalanx · Classical Age. Swift Aztec elite warriors.
  • Flag of the Mongolians

    Mongolians

    Power of the Horde

    Cavalry 15% faster and 15% cheaper, +3 cavalry line of sight.

    • Keshik replaces the Horse Raider · Ancient Age. Mongol raiders, deadly against buildings.
    • Mangudai replaces the Light Cavalry · Classical Age. Elite Mongol horsemen.
  • Flag of the Moroccans

    Moroccans

    Power of the Crossroads

    +25% caravan income, merchants and caravans 25% cheaper, Commerce research 25% cheaper.

    • Almoravid replaces the Phalanx · Classical Age. Veiled Berber spearmen who broke cavalry charges.
    • Goumier replaces the Rifleman · Industrial Age. Atlas mountain infantry, swift over any ground.
  • Flag of the Nigerians

    Nigerians

    Power of the Giant

    Citizens train 40% faster, +10% food, +25% oil.

    • Benin Warrior replaces the Pikeman · Medieval Age. Shielded swordsmen of the Kingdom of Benin.
    • Fulani Horseman replaces the Hobilar · Medieval Age. Cavalry of the savanna kingdoms.
  • Flag of the Norwegians

    Norwegians

    Power of the Norsemen

    Ships +10% attack, +25% oil, +10% timber.

    • Berserker replaces the Hoplite · Ancient Age. Frenzied Norse warriors, ferocious in the attack.
    • Longship replaces the Dromon · Classical Age. Viking raiders that strike from the sea.
  • Flag of the Pakistanis

    Pakistanis

    Power of the Frontier

    Forts and towers 30% cheaper, towers, forts and cities +20% attack, infantry +10% hit points.

    • Jezailchi replaces the Skirmisher · Enlightenment Age. Frontier marksmen with long-barrelled jezails.
    • Al-Khalid replaces the Main Battle Tank · Information Age. Pakistan's own main battle tank.
  • Flag of the Portuguese

    Portuguese

    Power of Exploration

    Ships +3 line of sight and 10% faster, economy research 25% cheaper.

    • Nau replaces the Carrack · Medieval Age. Ocean-going carracks built for the long voyage.
    • Caravela replaces the Caravel · Gunpowder Age. The swift caravel that opened the seas, with a keen lookout.
  • Flag of the Russians

    Russians

    Power of the Motherland

    Attrition against invaders doubled, +1 territory radius, citizens +20% hit points.

    • Cossack replaces the Hussar · Gunpowder Age. Hardy Russian light cavalry.
    • Don Cossack replaces the Lancer · Enlightenment Age. Veteran Cossack riders.
  • Flag of the Saudi Arabians

    Saudi Arabians

    Power of Black Gold

    +30% oil, +10 wealth per minute for every city, religious research half price.

    • Bedouin Raider replaces the Horse Raider · Ancient Age. Camel-borne raiders of the desert, sturdy and tireless.
    • Camel Gunner replaces the Hussar · Gunpowder Age. Camel riders who fire from the saddle.
  • Flag of the South Africans

    South Africans

    Power of Gold

    +25% metal, +25% wealth, +10 wealth per minute for every city.

    • Impi replaces the Pikeman · Medieval Age. Zulu regiments: fast-running warriors with short stabbing spears.
    • Boer Commando replaces the Sharpshooter · Industrial Age. Boer marksmen with long-range rifles.
  • Flag of the Spanish

    Spanish

    Power of Discovery

    +2 line of sight for all units, +15% wealth, scouts 50% cheaper.

    • Conquistador replaces the Cuirassier · Gunpowder Age. Mounted gunmen who fire from the saddle.
  • Flag of the Thai

    Thai

    Power of the White Elephant

    +15% food, buildings +15% hit points, heavy cavalry 15% cheaper.

    • Krabi Krabong replaces the Phalanx · Classical Age. Siamese swordsmen trained in the twin-sword art.
    • Chang Suek replaces the Cuirassier · Gunpowder Age. Siamese war elephants with archers in the howdah.
  • Flag of the Turks

    Turks

    Power of Artillery

    Siege +2 range and +20% attack, siege units 20% cheaper.

    • Janissary replaces the Arquebusier · Gunpowder Age. Elite Ottoman musketeers.
    • Nizam-i Cedid replaces the Musketeer · Enlightenment Age. Reformed Ottoman line infantry.
  • Flag of the Vietnamese

    Vietnamese

    Power of the People's War

    Infantry 10% cheaper, +1 farm per city, stronger attrition against invaders.

    • Co Loa Crossbowman replaces the Arbalest · Gunpowder Age. Vietnamese crossbowmen, deadly at long range.
    • Guerrilla Fighter replaces the Infantry · Modern Age. Guerrillas who know every trail.

War on land

Soldiers fight as their age fought

Two lines of musketeers, one in red coats and one in blue, firing volleys at each other across a field, white powder smoke drifting between them.
Line infantry fire by volleys, the whole company on its officer’s word.
  • Volleys. Musketeers and early riflemen stand in line and fire together on their officer’s word. Muskets close to half their range first, load slowly and hit hard. Archers and crossbowmen loose by volleys too.
  • The bayonet. From the Enlightenment, line infantry fixes bayonets and charges enemy shooters and guns after a few volleys, and fights with the bayonet when the enemy is upon it.
  • Shield walls and pikes. Spearmen, pikemen and swordsmen in close order lock shields, and a hedge of spears or pikes takes the shock out of a cavalry charge.
  • Cavalry charges. Horsemen gallop the last few tiles and strike their first blow with the weight of the horse, riding for shooters and guns first.
  • Machine guns. A machine gun pins down what it hits: the target fires and moves more slowly for a moment.
  • Generals and supply. Generals inspire the troops around them. Supply wagons heal your soldiers and protect them from attrition when they march into enemy land.
Armoured knights on horseback charge into a block of pikemen whose long pikes are lowered against them.
Medieval Age: knights charge, and a hedge of pikes takes the shock out of it.

War at sea

Every age’s ships fight in their own way

Two blue-and-white frigates side by side firing a broadside at a red man-of-war, cannonballs in flight over deep blue water near a sandy shore.
Sailing warships turn their side to the enemy and fire their broadsides.
  • Galleys ram. Triremes, galleys and longships row in bow first at ramming speed, strike with the ram, then back water and fight on with their archers.
  • Greek fire. The dromon turns its bow to the enemy, closes in and burns it with Greek fire.
  • Broadsides. Frigates and men-of-war turn their side to the enemy. The first broadside goes off together; then each gun fires as its crew reloads, in a ragged roll along the side, while the guns of the other side stay loaded for when the captain turns.
  • Salvos. Dreadnoughts and battleships turn broadside on and fire their turrets in salvos. The first fall short or over in tall columns of water; then they straddle the target and hit.
  • Torpedoes and depth charges. Submarines turn their bows to the target and fire spreads of torpedoes aimed ahead of a moving ship, so a ship that turns may be missed. Destroyers fire torpedoes at big ships, and drop depth charges over a submarine they have found.
  • Missiles. Missile cruisers launch from vertical cells: up, over, then skimming the sea to the target.

Gunfire can miss, and misses splash harmlessly into the sea. A cannonball that hits a wooden ship throws splinters and leaves the hull holed and blackened; a shell that hits steel flashes and smokes. Fire ships are set alight and steered into the enemy, and aircraft carriers fight with their aircraft.

Grey battleships with gun turrets exchange salvos near a coast, shell splashes rising from the sea around them.
Battleships fire salvos from their turrets, ranging on the target until they straddle it.

The late ages

Missiles and nuclear weapons

From the Modern Age a nation can build missile silos. Conventional missiles, the V2 rocket and later the cruise missile, blast the units and buildings where they land. Nuclear missiles, and later ICBMs that reach anywhere on the map, destroy everything for a long way around, friend and foe alike.

Every nuclear launch moves the Armageddon Clock closer to midnight. When it runs out, every nation loses. A nation that launches one also faces a market embargo. In the Information Age, missile interceptors can shoot incoming missiles down.

Rebellions

Keep your people with you

Your people have an approval of your rule, and every foreign people you hold has its own loyalty to you, which grows as they come round. Hunger, forced labour, war and harsh treatment wear them down. When they have had enough, they rise.

  • Risings. An agitator wins followers. A movement that grows founds a hidden rebel camp, trains fighters, raids for arms and can seize a city.
  • Hunting rebels. At first you hear only rumours of a camp. Scouts, spies and watchmen can find it, and informers report on it.
  • Going public. A strong movement proclaims its cause to the world, makes deals and demands, and looks for nations to sponsor it.
  • Breakaway nations. A successful rising becomes a nation of its own. Later it may join a neighbour that is like it in government, trade and faith, or return to its old nation.
  • Stirring up rivals. Your merchants can spread discontent abroad; you can fund a rival’s dissidents, smuggle arms to its rebels, drop leaflets, build radio towers and run disinformation campaigns.

Rebellions can be set to On, Fierce or Off for each game.

Faiths

Faiths and state religions

At its temple a nation can adopt one of the faiths of its age: Judaism, Christianity, Islam, Hinduism, Buddhism, Sikhism, Shinto, Zoroastrianism, Confucianism and Taoism, the religions of ancient Egypt, Mesopotamia, Greece and Rome, India and China, the traditional faiths of many peoples, or, in the late ages, Secularism. Temples are drawn as each faith’s own houses of worship.

Nations of the same faith think better of one another. A nation can make its faith the state religion, which pleases its own people but can turn subject peoples of another faith against it. Changing faith is hard on a nation’s people.

Every faith is treated with the same respect: each gives one advantage of about equal worth, drawn from its real institutions, and no faith gives a bonus in battle.

Diplomacy and trade

Make friends, make deals, make enemies

  • Offers. Propose peace or an alliance, sweetened with a gift or with something asked in return, or a plain trade, swap or demand.
  • Trade pacts. Standing agreements to swap resources by caravan: each caravan that completes its trip delivers both sides’ parts.
  • Trade routes. Caravans earn wealth between your markets and other cities; merchants work rare resources for wealth and national bonuses.
  • Long memories. Nations remember what others have done to them. Computer players weigh it in everything they decide; the enemy of their enemy becomes a friend, and a conqueror may find the world banding together against it.
  • Spies and smugglers. Spies bribe enemy units and plant informers; scouts and spies hunt the enemy’s agents; commandos snipe and sabotage.

Governments

The Senate and your form of government

From the Classical Age a nation can build a Senate; its city becomes the capital. There the nation chooses its government three times, each a choice between a totalitarian government, made for war, and a consensus one, for economy and science:

Governments by age
AgeTotalitarianConsensus
ClassicalDespotismRepublic
GunpowderMonarchyDemocracy
IndustrialSocialismCapitalism

A nation keeps the bonuses of every government it has had. Each government brings a Patriot, a single leader who inspires the troops around him: the Despot, the Senator, the Monarch, the President, the Comrade or the CEO.

Players and maps

Up to 24 players on the Gigantic World

  • Online multiplayer. Play against friends over the internet, with computer players in any free seats.
  • Single player. Skirmishes against computer players at Easy, Moderate, Hard or Expert. Single player works offline.
  • Up to 24 players, human or computer, in teams or every nation for itself.
  • Six kinds of map: Continental, Lakes, Highlands, Mediterranean, Archipelago and the World. The largest size, Gigantic, makes the World 2160 × 1080 tiles.
  • Your rules. Choose the starting age, resources, how they deplete, rebellions, visibility, and whether nations start at peace or at war.
  • Ways to win: conquest, territory (70% of the land), wonders, capital siege, or sudden death when a capital falls.

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