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Building Overview Technologies Game Strategies History

Agronomics[]

Technology Cost Requires Effects
Agriculture.png
Agriculture
150 Timber.png
150 Metal.png
Science.png Science 3 (Chemistry) Granaries increase Food.png Food output of Farms by 50%
Fishermen gather +50% Food.png Food
Crop Rotation.png
Crop Rotation
250 Timber.png
250 Metal.png
Science.png Science 4 (Laws of Nature)
Agriculture
Granaries increase Food.png Food output of Farms by 100%
Fishermen gather +100% Food.png Food
Food Industry.png
Food Industry
450 Timber.png
450 Metal.png
Science.png Science 6 (Electronics)
Crop Rotation
Granaries increase Food.png Food output of Farms by 200%
Fishermen gather +200% Food.png Food

Healthcare[]

Healthcare technologies affects foot and mounted units by decreasing their production time and increasing their line of sight. Furthermore, the healing rate of units garrisoned inside a building is increased (this doesn't affect healing received from Supply Wagons or any self-healing rates).

Technology Cost Requires Effects
Herbal Lore.png
Herbal Lore
80 Food.png
80 Wealth.png
Classical Age.png Classical Age
Science.png Science 2 (Mathematics)
Foot and mounted units' production time -10% and line of sight +2
Garrisoned units heal 1 hit points per second
Medicine.png
Medicine
180 Food.png
180 Wealth.png
Gunpowder Age.png Gunpowder Age
Science.png Science 3 (Chemistry)
Herbal Lore
Foot and mounted units' production time -20% and line of sight +4
Garrisoned units heal 1.5 hit points per second
Pharmaceuticals.png
Pharmaceuticals
350 Food.png
350 Wealth.png
Industrial Age.png Industrial Age
Science.png Science 5 (Electricity)
Medicine
Foot and mounted units' production time -30% and line of sight +6
Garrisoned units heal 3 hit points per second
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