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 Attack Helicopter. All military units are created from military buildings, including the barracks, stable, siege factory|factory, dock, airfield, missile silo and fortress. All 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 and shown by increased attack power and reload speed. Also, each nation gets its own set of unique units; 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 against each other, each having its own counter and a roughly equal cost, although perhaps in different resources discouraging any great diversity in armies. Units scale in cost as well, increasing in cost as their numbers increase. This encourages greater diversity as costs for specific units rise to prohibitive levels as more of those specific units are produced.

Barracks
Barracks units usually provide the backbone of most armies, requiring, as they do, food, the easily acquired and constantly produced resources, 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.

Dock, Anchorage or Shipyard
Ships can be built after the first Science tech is researched. They play a major part in water maps. The wars ships are weak and pathetic until the Medieval Age when Fireships make naval warfare interesting and Heavy Ships really become distinct from Light Ships.

Airfield
Can be built only past the Industrial Age, the airfield opens a new stage for fighting: the air.

Fortress
Apart from allowing the greatest defensive strategies to be put in place, the Fortress allows the creation of Generals to boost the troops' performance and Spies to watch your enemy build themselves to their doom.

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


 * Mongols


 * Nubians


 * Romans


 * Russians


 * Spanish


 * Turks

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