These are just some of the features found in Enemy Nations:
- A beautifully detailed world with incredible graphics and randomly-generated maps so you face a new challenge each time you play.
- Multi-player as it should be: Native network support for TCP/IP (Internet), IPX (Novell), NETBIOS, TAPI, MODEM and Serial play.
- No limit to the number of players in multi-player games (tested to 20 players). (The world size is dependent upon the number of players so large multi-player games won't put you right next to your opponents.)
- Includes a server to find all available players over the Internet.
- Resource and information sharing in multi-player games: See your allies' buildings and scout vehicles - and share resources with them! Ability to give vehicles and buildings to other players.
- A fully adaptive, real-time AI opponent (or opponents!) that you can play at FOUR levels of difficulty. This AI is not at ALL predictable!
- A much richer combat model with combat affected by terrain, unit attack strength, defensive armor, fire rate, setup time (unit must stop and aim), accuracy, blast radius and much more.
- True fog of war affected by trees and terrain.
- Wrapping map so you can attack opponents from all sides.
- Runs at the resolution of your monitor (tested to 1600x1200).
- All art is rendered at 8, 15, 16, 24 and 32-bits so if you can run Windows at true color, you get true color.
- A richer economic model with population, power and damage all affecting the production rates of buildings.
- Ability to build roads and bridges to provide improvements in vehicle movement speed (which is affected by terrain).
- A full Research & Development tree with over 50 items.
- Factories can be set to build any number of units so there's no need to issue construction orders every time a single vehicle is produced.
- Multiple windows of the map so you can view your base AND your attack force simultaneously.
- A TRUE isometric map view with FOUR zoom levels and rotation in FOUR directions.