|Age Overview||Units and Buildings||History|
|“|| "[A]ll we hear is the distant ring of glory, we know nothing- ..."|
- Homer, the Iliad
The Ancient Age is the first age available to a player in Rise of Nations.
Being the starting point of the game, only the most basic and essential units, buildings, resources and technologies are available in the Ancient Age. All standard matches will start in this age, every nation beginning with at least a Small City, Library, Woodcutter's Camp, three Farms, one Scout, and five Citizens. Only Food, Timber and Wealth (after building a Market) can be gathered, and the only military units of the age are infantry, which can be recruited after building a Barracks. For defenses only the Tower can be built, although at this point in the game it's advisable to either go on the offensive or advance quickly to the next age, when defense becomes more feasible.
Nation powers Edit
- The Aztecs Power of Sacrifice: Begin with Military 1 (The Art of War) already researched.
- The Chinese Power of Culture: Begin with a Large City, unlike all other nations which begin with a Small City, and don't have the ability to upgrade it until the Medieval Age.
- The Dutch Power of Commerce: Begin with Commerce 1 (Coinage) already researched, a free Market and 2 free Armed Merchants. Besides, by building a Dock in this age they receive 2 free Barks.
- The Egyptians Power of the Nile: Start with a free Granary, while other nations need to wait until the Classical Age and have Science 2 (Mathematics) researched before they are able. They can also build two additional Farms in every City (7 instead of the standard 5), and these Farms provide 2 Wealth each.
- The French Power of Leadership: Begin with a free Lumber Mill while other nations need to wait until the Classical Age and have Science 2 (Mathematics) researched before they are able.
- The Germans Power of Industry: Can build a Granary, Lumber Mill and Smelter in this age, while other nations need to wait until the Classical Age and have Science 2 (Mathematics) (and Science 3 (Chemistry) for the Smelter!) researched before they are able.
- The Greeks Power of Philosophy: Start with Science 1 (Written Word) already researched, as well as a free University. This gives them the exclusive benefit of being able to gather Knowledge in this age, while every other nation has to research that technology and wait until the Classical Age to be able.
- The Koreans Power of Tradition: Begin with a free Temple, while other nations need to research Science 1 (Written Word) to be able. They also begin with 1 extra Citizen.
- The Nubians Power of Trade: Begin with a free Market and can see any rare resource within friendly territory from the beginning.
- The Persians Power of Ceremony: Begin with +50% bonus Food and have all available Caravans automatically trained for free as soon as a Market is built.
- The Romans Power of Caesar: Begin with Military 1 (The Art of War) already researched, and have the undocumented/hidden ability to build Forts at this age, while every nation needs to be in the Classical Age and have Military 2 (Mercenaries) researched first.
- The Russians Power of the Motherland: Begin with Civic 1 (City State) already researched.
- The Spanish Power of Discovery: Begin with an extra Scout, the map revealed, and know the locations of all Ruins in their own territory, and of all rare resources in the entire map.
- The Ancient Age's icon shows the Great Sphinx as it would look like when it was first built.
- As the first age, Ancient Age is the only one without restriction to being researched.
See also Edit
Category:Ancient Age - here are listed all the units, buildings and game mechanics avaliable in this age.