Thus the tech path you choose in the campaign affects the tactical options open to you in each mission, and with 15 or so technologies per tech path, that choice can make a difference. Later in the game magic becomes available for research, from which you can train druids and cast spells. You can focus on the military, to get (for example) flamethrower and tower defence units, or you can research farming methods to ultimately allow you to make more efficient and speedier use of the farmland around you, or you can focus on engineering to allow you to build such things as vehicles and balloons.
As you begin the campaign you only have limited knowledge of farming, military and engineering skills - each mission gives you the opportunity to make a couple of discoveries, provided you build and man a research lab during the mission, and you choose which of the technology paths to focus on for the mission. The quality of the graphics and animation is also strong, but unfortunately there's a few areas where an otherwise good game design falls a little flat. The general theme of this real-time strategy game may sound all too familiar, yet it has a few innovative elements that add to its strategic nature.
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Your role as leader of one of these tribes is to steer your people through a series of campaign missions while developing research in military, engineering, farming and magic disciplines. Out of the devastation arise a number of tribes, each set on being the leading power in the post-holocaust era.
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The review at Games Domain explains the premise and gameplay mechanics quite well as follows: " premise of Rising Lands is quite topical - at least in movie terms - with the impact of a comet on the Earth sending civilization back a few thousand years. One of the most innovative real-time strategy games to have come along in a long time, Rising Lands is a good game that is hampered by a few idiosyncracies and an inconvenient user interface.