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Unit Information Game Strategies History

Heavy Infantry is a type of infantry units in Rise of Nations. They are the first type of military unit to become avaliable, alongside Light Infantry and Foot Archers, and remain important throughout the game - Unlike other infantry types, their equipment may change, but they never upgrade to a new type. They are trained and upgraded at the Barracks, requiring both Food.png Food and Metal.png Metal (Timber.png Timber instead of Metal.png Metal in the Ancient Age.png Ancient Age).

Heavy Infantry units are slow-moving, but very durable soldiers donning heavy armor and having the highest amount of hit points of all infantry. Their main role in combat is to fight cavalry, ranging from mounted units in the early ages to armored vehicles and heavy tanks in the late game. Earlier, melee Heavy Infantry also excels at attacking buildings, doing 1.3 times more damage to them (Except Hoplites), but lose this bonus when upgrading to gun infantry. They can be somewhat effective against Artillery Weapons and Support Units as well, but are very weak when having to fight Foot Archers, Gunpowder Infantry, Modern Infantry, and late game Machine Guns. In the earlier ages, they are also effective against buildings such as Cities, though Artillery Weapons rapidly become superior with each successive age, diminishing their role as besiegers.

Starting out as close-range fighters, mostly with spear and shield, and later pikes, they retain their melee role until the Gunpowder Age.png Gunpowder Age, protecting the powerful but vulnerable Gunpowder Infantry from the onslaught of cavalry. In the Enlightenment Age.png Enlightenment Age the Heavy Infantry retains this very role, but now replacing the pike with the flintlock, increasing the unsafe distance for cavalry to approach. In the Industrial Age.png Industrial Age onwards they become the answer to cavalry's transition from animal to engine, and adopt anti-tank weaponry.

List of Heavy Infantry[]

Age Unit
Ancient Age Large.png Hoplites.png
Classical Age Large.png Phalanx.png
Medieval Age Large.png Pikemen.png
Gunpowder Age Large.png Elite Pikemen.png
Enlightenment Age Large.png Fusiliers.png
Industrial Age Large.png Anti-tank Rifle.png
Modern Age Large.png Bazooka.png
Information Age Large.png Anti-Tank Missile.png

Unique[]

Age Unit
Ancient Age Large.png Solduri.png
Germans
Spearmen.png
Iroquois
Ashigaru Spearmen.png
Japanese
Immortals.png
Persians
Classical Age Large.png Barbarians.png
Germans
Mohawk Spearmen.png
Iroquois
Bushi.png
Japanese
Anusiya.png
Persians
Legions.png
Romans
Scutari.png
Spanish
Medieval Age Large.png Vandals.png
Germans
Heavy Mohawk Spearmen.png
Iroquois
Elite Bushi.png
Japanese
Athanatoi.png
Persians
Caesar's Legions.png
Romans
Royal Scutari.png
Spanish
Gunpowder Age Large.png Landsknechts.png
Germans
Elite Mohawk Spearmen.png
Iroquois
Samurai.png
Japanese
Arquebus Immortal.png
Persians
Praetorian Guards.png
Romans
Tercios.png
Spanish
Enlightenment Age Large.png Gun Samurai.png
Japanese
Royal Tercios.png
Spanish
Modern Age Large.png Recoilless Gun.png
Maya
Information Age Large.png Dragon AT Missile.png
Maya

Unit costs[]

Heavy Infantry production cost increases progressively with every Barracks unit on the field or currently in production. The default increase is of 1 Food.png Food and 1 Metal.png Metal for the second unit created, increasing further with every new unit until the cost cap is reached, which for military units is +125% of their original base value.

Nation powers[]

  • The American Power of Innovation: Receive +2 Food.png Food, Timber.png Timber, Metal.png Metal, and Wealth.png Wealth to gather rate for every non-garrisoned Heavy Infantry. All military ground unit upgrades, including Heavy Infantry, are 25% cheaper.
  • The Bantu Power of Migration: Infantry units, including Heavy Infantry, move 25% faster and do not require Military.png Military research to be upgraded.
  • The Iroquois Power of Nation: Heavy Infantry have +5% hit points, are hidden when not attacking and heal while idle in friendly territory, and (undocumented/hidden) up until the Industrial Age.png Industrial Age Anti-tank Rifle, move 25% faster.
  • The Japanese Power of Honor: For each Age.png Age plus Military.png Military research, Barracks units, including Heavy Infantry, are created 7% cheaper and 10% faster, and do 5% extra damage vs. buildings.
  • The Roman Power of Caesar: Heavy Infantry are created 10% cheaper and 10% faster. Also receives up to three free Heavy Infantry, depending on the Age.png Age and Military.png Military research, whenever a new Barracks is built.

Wonders[]

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