The hit of the first Rise of Nations was hard to overcome, but this expansion makes the game even better. The goverments that come into play just add to what type of nation you want to become: Military or Economic. But you will have to choose wiseley in order to win in harder modes of the game.
Overall: Brings new aspects to the game, but lack of choosing grows dull, you can only choose three. * * * * out of 5
The new nations brought into the game are the best features by far, unfournatley, only 6 are new:
Americans (very good, ability to entrench is excellent)
Iriquios (decent, just another nation)
Lakota (decent, just another nation)
Persians (very good, top 5 nations)
Indians (almost exactly like the Persians, very goood)
Dutch (unique units are somewhat inifective, decent)
Overall: Wish there were 1 or 2 more nations to have more playing time in future. * * * * out of five
The wonders are, again, seem to be to few: only 3 more, and at that one of them is just a city, and the other a huge castle. Of course they have huge benefits but I can think of a few "wonders" off the top of my head.
Overall: Highly dissapointed in the quantity of wonders: * * * out of five
The campaigns were defintely needed for this game, just because everything else seems limited (but good). The "New World" campaign is my favorite since you can be about 10 different nations, with different goals in mind. The Napolean and Alexander are roughly the same thing except of for different ages. The Cold War is my second favorite since you have to do many things in order to keep other countries conent with yours.
Overall: Adds to the gameplay but in Alexander and Naploean the senarios are repetitive in late game: * * * * out of five
Dont get me wrong, I love this game and recommend it for anyone, but just way a week or so for the price to go down.