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Military Buildings are a class of structures in Rise of Nations, which are mostly used for creating and upgrading military units, as well as defending your settlements from enemy intruders.

Overview[]

Military Buildings Screenshot

Modern Military Buildings.

There is no actual limit on how many Military Buildings can be built within your nation's territory. But there is some limitation for the Forts placement, as they cannot be built too close to Cities and other Forts.

Rise of Nations has 21 Military Buildings available to build. (There is also Red Fort, which acts like a Military Building (Fort), 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 Military Buildings[]

Ancient Age []

Four military buildings are available from the very beginning.

Building Information / Role / Bonuses Cost

Barracks
Base cost
120
Ramping cost
25

Dock
  • Primary role: Allows to recruit and upgrade naval Military and Fishermen units. Also, allows all land units to cross a body of water.
  • Unit creation: Naval Units.
  • Bonuses: Enables the colonization of new continents.
  • Upgrades to: Anchorage / Shipyard. (The upgrades are purely aesthetic in nature, reflecting the improvement in building materials and technology.)
Base cost
70
Ramping cost
30

Lookout
(Detector)
Base cost
60
Ramping cost
4
2

Tower
(Tower-type)
  • Primary role: Automatically attacks enemies within its Line of Sight, and can be garrisoned.
  • Upgrades to: Keep

Technologies:

Base cost
30
50
Ramping cost
10
25


Classical Age []

Three military buildings become unlocked after reaching the Classical Age.

Building Information / Role / Bonuses Cost

Stable
  • Primary role: Allows to recruit and upgrade military units.
  • Unit creation: Cavalry (except for Vehicles).
  • Upgrades to: Auto Plant
Base cost
120
Ramping cost
25

Siege Factory
Base cost
60
60
Ramping cost
25

Fort
(Fort-type)

Technologies:

  • Fortification increases the Line of Sight, attack range and maximum garrison capacity of all Forts. Also, increases the effect of all Forts on National borders.
  • Strategy improves the Generals and Spies in many ways (including their line of sight, range, speed and hit points).
Base cost
100
300
Ramping cost
25
75


Medieval Age []

Two military buildings become unlocked after reaching the Medieval Age.

Building Information / Role / Bonuses Cost

Keep
(Tower-type)

Technologies:

Base cost
30
50
Ramping cost
10
25

Castle
(Fort-type)

Technologies:

  • Fortification increases the Line of Sight, attack range and maximum garrison capacity of all Forts. Also, increases the effect of all Forts on National borders.
  • Strategy improves the Generals and Spies in many ways (including their line of sight, range, speed and hit points).
Base cost
100
300
Ramping cost
25
75


Gunpowder Age []

One military building becomes unlocked after reaching the Gunpowder Age.

Building Information / Role / Bonuses Cost

Observation Post
(Detector)
Base cost
80
60
Ramping cost
15
15


Enlightenment Age []

Two military buildings become unlocked after reaching the Enlightenment Age.

Building Information / Role / Bonuses Cost

Stockade
(Tower-type)
  • Primary role: Automatically attacks enemies within its Line of Sight, and can be garrisoned.
  • Upgrades from: Keep
  • Upgrades to: Bunker

Technologies:

Base cost
30
50
Ramping cost
10
25

Fortress
(Fort-type)

Technologies:

  • Fortification increases the Line of Sight, attack range and maximum garrison capacity of all Forts. Also, increases the effect of all Forts on National borders.
  • Strategy improves the Generals and Spies in many ways (including their line of sight, range, speed and hit points).
Base cost
100
300
Ramping cost
25
75


Industrial Age []

Four military buildings become unlocked after reaching the Industrial Age.

Building Information / Role / Bonuses Cost

Auto Plant
Base cost
120
Ramping cost
25

Factory
Base cost
120
Ramping cost
25

Airbase
  • Primary role: Allows to recruit and upgrade military units.
  • Unit creation: Aircraft.
Base cost
80
70
Ramping cost
25
25

Air Defense Gun
(Detector)
(Anti-Aircraft)
Base cost
120
120
Ramping cost
25
25


Modern Age []

Four military buildings become unlocked after reaching the Modern Age.

Building Information / Role / Bonuses Cost

Missile Silo
  • Primary role: Allows to recruit and upgrade military units.
  • Unit creation: Missiles.
Base cost
80
70
Ramping cost
50
50

Radar Air Defense
(Detector)
(Anti-Aircraft)
Base cost
120
120
Ramping cost
25
25

Bunker
(Tower-type)
  • Primary role: Automatically attacks enemies within its Line of Sight, and can be garrisoned.
  • Upgrades from: Stockade

Technologies:

Base cost
30
50
Ramping cost
10
25

Redoubt
(Fort-type)

Technologies:

  • Fortification increases the Line of Sight, attack range and maximum garrison capacity of all Forts. Also, increases the effect of all Forts on National borders.
  • Strategy improves the Generals and Spies in many ways (including their line of sight, range, speed and hit points).
Base cost
100
300
Ramping cost
25
75


Information Age []

One military building becomes unlocked after reaching the Information Age.

Building Information / Role / Bonuses Cost

SAM Installation
(Detector)
(Anti-Aircraft)
Base cost
120
120
Ramping cost
25
25