Rise of Nations/Units

There are over 200 different types units in Rise of Nations, ranging from the Ancient Age Hoplite to the Information Age AH-64 Apache Choppers. Most military units are created from either the barracks, stable, siege engine|siege factory, docks, airfield or fortress. Unit types such as Light Infantry, Heavy Infantry and Ranged Cavalry are upgraded as the player advances through the ages. These upgrades usually represent revolutionary changes in their particular field, for example the Arquebusier of the Gunpowder Age becomes the Musketeer of the Enlightenment Age, representing the great advantage of flintlock muskets over the earlier matchlock muskets, shown by increased atack power and reload speed. Also, each nation gets its own set of unique units like the Greeks get the Companion cavalry and the Russians get the Cossack. Because of the wide variety of units in the game the strategy factor becomes more diverse allowing the player to make more choices and decisions regarding units. Units in Rise of Nations are very heavily balanced with one another, each having its own counter and each having a roughly equal cost, although perhaps a cost in different Rise of Nations Resources|resources, discouraging any great diversity in armies. Units scale in cost as well, increasing in cost as their numbers increase. This, too, discourages diversity and is maligned by many players.

Barracks
Barracks units usually provide the backbone of most armies, requiring, as they do, food, the easily acquired and contantly produced Rise of Nations Resources|resource, and because barracks are possible of being built in the first age.

Stable or Auto Plant
Stable units are often found in early Commando|raiding armies and are often to be found flanking an enemy. Their speed is their most valuable attribute, and they provide flexibility to armies.

Siege Factory or Factory
Siege units are integral to any invading force, providing the heavy backup needed to secure key positions in enemy territory, allowing units to capture and hold cities, and destroy fortresses. The Siege Factory also provides Supply Wagons, needed to feed and clothe troops in enemy territory, minimizing the effects of attrition.

City

 * Must be accompanied by 'Milita' research at the tower; Citizens then gain a 'To Arms' button on their Control palette

Patriot Units
- The Despot

- The Senator

- The Monarch

- The President

- The CEO

- The Comrade

Unique Units
Each nation can produce exclusive units which are more powerful than the line of units they replace.


 * Aztec


 * Bantu


 * British


 * Chinese


 * Egyptians


 * French


 * Germans


 * Greeks


 * Inca


 * Japanese


 * Koreans


 * Maya

Camel Archer / Heavy Camel Archer / Camel Raider / Camel Corp replace the Horse Archers from the Classical Age through Enlightenment Age.
 * Mongols
 * Nubians

Kushite Archer / Royal Kushite Archer / Apedemak Archer replace the Foot Archers from the Classical Age through Gunpowder Age.

Legion / Caesar's Legion / Praetorian Guard replace the Heavy Infantry from the Classical Age through Gunpowder Age.
 * Romans

Thrones & Patriots Unique Units

 * Americans


 * Lakota


 * Iroquois


 * Persians


 * A unique unit type available to the Persians and Indians at the Stable.


 * Indians
 * A unique unit type available to the Persians and Indians at the Stable.


 * Dutch