Generals Rise Of The Reds
Generals Rise Of The Reds
As days pass, the Institute of Religation is looking for soldiers to fill its ranks. These are the elite of the Society, genetically altered to be stronger and their commitment to military combat an order of magnitude higher than the untainted Reds and other color-classes. For greater benefit, certain Hallmarks are allowed to be equipped, such as a deployable shield arm. Commanders are selected according to their abilities, competence, and willingness to use their skills. Others are crafted, taking on older genetic traits and modifications to fit the desired appearance or mentality of a particular role. The total of five Hallmarks per unit can be found here for both the Unites States and the European Continental Alliance. The hallmarks may be equipped/deployed with an identical list of armaments in the possession of their owners, and provide additional marks depending on the specializations of their crews. They also have the potential to be remapped to fit the needs of a commander, expanding their functions.
Conflicts escalate to a feverish pitch as the Institute of Religation seeks to revolutionize the face of war, and only the reds stand in its way. Seeing the end nearing, the Pentagon sends in the ECA to remove the threat. Will the Society give up this time? Or will they reach their fateful goal of an elite army devoid of Reds?
Rise of the Reds is a Game Mod for Command & Conquer Generals Zero:Hour that picks on the events of the original game and presents its own story on what happened afterward. The GLA came back stronger than ever before, the USA went isolationist for the meantime, China managed a near economic take-over of the world before Russia got its industrial power rolling again and fights the ECA (an alliance of European states) on their ground who themselves rebuild their military might as well. The GLA created many powerful bio-mechanoids, robotic lifeforms that challenged the regular soldiers and they are now employed by the GLA. The GLA ended up achieving its goal of “Technon” for the whole world. The remainder of the GLA was dissolved, and now only their bio-mechanoid technologies remain.
the ‘white’ forces, or ‘whites’, as the separatists called themselves, were a coalition of former tsarist officers, liberals, royalists, and oppositionists. the combination was a trap: the whites believed that they would gain the support of the population if they fought against the reds, who were widely regarded as the radical, revolutionary ‘other’.
red’s first steps in russia followed the pattern set down by lenin: acquiring control of an army, forming a new government, and then using it to take full control of russia. by april 1918, the reds had taken over much of the country, but were faced with the problem of actually ruling it. they needed a new government, and needed it quickly.
lenin and trotsky decided to run a provisional government. initially, the new rulers had a coalition of left-wing radicals and right-wing reactionaries in their corner. but as the civil war ground on, the reds lost their early support and the coalition began to break down. by the time of the left srs december 1918 coup, the bolsheviks were on their own.
rise of the reds developer swr productions latest version 1.85 (may 16, 2012) release date may 18, 2011 genre real-time strategy engine sage modes singleplayer, multiplayer platforms microsoft windows system requirements zero hour with 1.03 patch rise of the reds (abbreviated rotr) is a modification for zero hour created by swr productions. it adds the russian federation, the european continental alliance and all the generals that was released previously, so now the game has a total of 16 generals.