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Civic Buildings are a class of structures in Rise of Nations, which are mostly used for expanding your nation's territory, enhancing your economic power, researching various technologies, producing resources and creating civilian units.

Overview[]

Some Civic Buildings are terrain-limited, and can only be built on resource providing structures, like Mountains, Trees and Oil patches.

Civic Buildings Screenshot

A British settlement filled with various Civic Buildings. (Set in the Gunpowder Age)

Other economic structures are city-limited, and only a finite number of them can be built anywhere in each city. While most econonic buildings are restricted to one per city, nations are typically able to build five Farms per city (Egyptians are able to build seven).

Rise of Nations originally had 16 Civic Buildings available to build. The Thrones and Patriots expansion added a Senate building, bringing the total to 17. (There is also Forbidden City, which acts like a Civic Building (Major City), but it's technically a Wonder.)

Some buildings are available from the very beginning, while others can only be built after reaching a specific Age. Additinally, most buildings must be unlocked by researching certain technologies at the Library.

List of Civic Buildings[]

Ancient Age []

Six civic buildings are available from the very beginning.

Building Information / Role / Bonuses Cost

Small City
Base cost
10
10
Ramping cost
50
50

Library
  • Primary role: The most important research facility.
  • Bonuses: Building additional Libraries allows to research multiple technologies simultaneously.

Technologies:

Base cost
60
Ramping cost
20

Market
Base cost
80
Ramping cost
30

Temple
  • Primary role: Strengthens a city it is built in, making it (much) harder to capture.
  • Bonuses: Increases the city's Hit points, attack range and effect on National borders.

Technologies:

Base cost
80
Ramping cost
30

Farm
  • Primary role: The main source of Food.
  • Income: 10 Food per 30 seconds (requires a worker).
Base cost
40
Ramping cost
4

Woodcutter's Camp
  • Primary role: The main source of Timber.
  • Income: 10 Timber per 30 seconds (for each worker).
Base cost
50
Ramping cost
20


Classical Age []

Six civic buildings become unlocked after reaching the Classical Age.

Building Information / Role / Bonuses Cost

Mine
  • Primary role: The main source of Metal.
  • Income: 10 Metal per 30 seconds (for each worker).
Base cost
50
Ramping cost
20

Granary
  • Primary role: Enhances the gather rate of Food.
  • Bonuses: Increases the Food income from all Farms in the same city it is built in. Also, increases the Food production of Fishermen.

Technologies:

Base cost
60
40
Ramping cost
40

Lumber Mill

Technologies:

Base cost
60
40
Ramping cost
40

Smelter
  • Primary role: Enhances the gather rate of Metal.
  • Bonuses: Increases the Metal income from all Mines in the same city it is built in.

Technologies:

Base cost
70
50
Ramping cost
40

University
Base cost
60
30
Ramping cost
20
20

Senate
  • Primary role: Allows to research Governments, which enable the automatic creation of the Patriot unit.
  • Bonuses: Building the Senate in a city other than the current Capital will make that city the new capital.

Governments:

Base cost
50
50


Medieval Age []

One civic building becomes unlocked after reaching the Medieval Age.

Building Information / Role / Bonuses Cost

Large City
Base cost
20
20
Ramping cost
50
50


Industrial Age []

Four civic buildings become unlocked after reaching the Industrial Age.

Building Information / Role / Bonuses Cost

Major City
Base cost
50
50
Ramping cost
50
50

Oil Well
  • Primary role: The main source of Oil.
  • Income: 35 Oil per 30 seconds (requires a worker).
Base cost
100
50
Ramping cost
15
15

Oil Platform
  • Primary role: The main source of Oil.
  • Income: 35 Oil per 30 seconds (requires a worker).

The only building that is exclusive to water.

Base cost
100
50
Ramping cost
20
20

Refinery
  • Primary role: Enhances the gather rate of Oil.
  • Bonuses: Increases the Oil income from Oil Wells/Platforms and Rare resources by 33%. (The effects of multiple Refineries stack, so two Refineries add 66% to the total base income, three Refineries add 99%, and so on.)
Base cost
100
50
Ramping cost
15
15