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Nations are the playable factions that a player can choose from in Rise of Nations. All playable nations are based on historical nations and civilizations of the past or present, and each has its own set of unique bonuses and advantages that help them in certain ways, also based on historical precedents — for instance, Mongols having cheaper and faster cavalry, Russian territory generating the greatest attrition, or Lakota not needing Farms to obtain  Food.

There are 18 nations in the original Rise of Nations; the Thrones and Patriots expansion added six additional nations, bringing the total up to 24. All nations are included in the Extended Edition.


The British have the power of Empire...but what does that mean?

Here we break down the nation powers and what they bring to the table when it matters.

the Power of Innovation - Americans
the Power of Commerce - Dutch
the Power of Majesty - Indians
the Power of Nation - Iroquois
the Power of the Plains - Lakota
the Power of Ceremony - Persians

the Power of Sacrifice - Aztecs
the Power of Migration - Bantu
the Power of Empire - British
the Power of Culture - Chinese
the Power of the Nile - Egyptians
the Power of Leadership - French
the Power of Industry - Germans
the Power of Philosophy - Greeks
the Power of Gold - Inca
the Power of Honour - Japanese
the Power of Tradition - Koreans
the Power of Architecture - Maya
the Power of the Horde - Mongols
the Power of Trade - Nubians
the Power of Caesar - Romans
the Power of the Motherland - Russians
the Power of Discovery - Spanish
the Power of Siege - Turks

the Power of Sacrifice - Aztecs

  • Gain 15 bonus resources plunder per age when your Barracks, Stable, and Dock units slay an enemy, up to a maximum of 60 resources.
    • Does not apply to Factory and Airbase units as well as nuclear missiles.
    • The bonus stacks (additively) with the plunder bonus of a Despot Patriot.
  • Plunder given when destroying enemy buildings is increased by 100%.
    • This stacks multiplicatively with the plunder bonus of a Despot Patriot (thus receiving 4X the plunder bonus with a nearby Despot Patriot).
    • Plunder bonus from taking over a capital, however, is not affected.
  • Start with  Military 1 (The Art of War) already researched at the Library.
    • The free  Military technology is not given when starting with City Center Only or as Nomads.
  • Receive free Light Infantry whenever you build a new Barracks: one at start, two with  Classical Age and 1  Military techs researched, and three units with  Gunpowder Age and 3  Military techs researched.

the Power of Migration - Bantu

the Power of Empire - British

the Power of Culture - Chinese

the Power of the Nile - Egyptians

  • Start with a free Granary. Granary production upgrades are researched instantly and for free, once they become available.
    • When starting with Nomads option, the Egyptians won't get the free Granary, nor any compensation for it.
  • Food  Commerce Limit +10%.
  • May build 7 Farms per City (instead of 5). Farms also generate +2  Wealth.
  • Wonders cost 25% less, can be built one age early, and may build a maximum of two per City (instead of one).
  • In Conquer the World Campaign, receive one wonder card for free.

the Power of Leadership - French

the Power of Industry - Germans

the Power of Philosophy - Greeks

  • Library research 10% cheaper (except  Knowledge) and 100% faster.
  • Can build Universities and collect  Knowledge from the beginning of the game.
  • Start with a University.
    • When starting with the Nomad option, the free University isn't given.
  • Libraries and Universities 66% cheaper.

the Power of Gold - Inca

  • Mines produce  Wealth in addition to  Metal.
  • Wealth  Commerce Limit +33%.
  • When one of your units is killed by an enemy, you receive a 25% refund.
    • The 25% unit killed refund is based on the current cost of producing that unit at the time the unit died (including any units that are in queue), not the actual cost of the unit itself. Thus, even though your first few units are cheap, they may return a sizeable refund (greater than 25% of their cost) if you have a larger army or have many units queued up by the time they die.

the Power of Honour - Japanese

  • Barracks units created 7% cheaper and 10% faster, for each  Age plus  Military research.
    • The 10% faster Barracks unit creation time stacks additively per Age. For example, in  Industrial Age with  Military 5 (Levee en Masse) researched, Barracks units will be created 50% faster than normal. This includes both the base and ramping build times. The cheaper cost affects only the base cost, but it also decreases the cost of unit upgrades (though only the base cost portion).
  • Barracks units do 5% extra damage vs. buildings for each  Age plus  Military research.
  • Ships are 10% cheaper and Aircraft Carriers are created 33% faster.
  • Farms are 50% cheaper.
  • Farms and Fishermen produce +25% resources.

the Power of Tradition - Koreans

  • Start with a free Temple and receive Religion upgrades for free.
  • Start with an extra 1 Citizen, receive 3 when you build your second City, and 5 for all future Cities.
  • Citizens repair buildings 50% faster. They may also build and repair buildings under attack without penalty (taking damage).
    • The 50% repair rate actually means that the time needed to repair is reduced by 50%. Thus, Korean Citizens repair twice as quickly as other Citizens.
  • Receive the Militia, Minuteman and Partisan upgrades immediately and for free, as soon as they become available (you need to own at least one Tower).
  • Towers are 33% cheaper.

the Power of Architecture - Maya

  • Cities, Towers, and Forts fire extra projectiles, including Cities without garrisoned troops.
    • Cities innately have half a projectile's garrison power, so that only 2 Citizens are needed for the first arrow for a Small City, for example, while needing 4 for the next arrow. The Mayan "extra projectile" nation power only increases this by half, so that cities start out with one projectile, but need a full garrison power's amount of units, such as 4 citizens for a Small City, to have a second projectile.
  • Buildings have 25% more hit points (including Wonders).
  • Buildings are 20% faster to build (except Wonders).
  • Buildings cost 25% less  Timber (except Wonders and military buildings).

the Power of the Horde - Mongols

the Power of Trade - Nubians

  • You can see all rare resources in your (own and allied) territory from the beginning.
    • In Explored Map games, rare resources on the whole map become visible.
  • Merchants in own or allied territory gather an extra 50% resources from rare resources.
    • The bonus income from rare resources stacks with similar bonuses from Taxation technologies and the Porcelain Tower wonder. However, stacking is just additive, not multiplicative - the Nubians won't get any additional benefits when researching Taxation technologies or building the Porcelain Tower.
  • Caravan limit is increased by +1 (may have one additional Caravan).
  • You start with a Market and can always sell/buy resources with a +20/-20 price bonus.
    • The free Market is not given in games where players start as Nomads. However, once the capital is completed, they may build a market without having to build a Library and research  Commerce 1 (Barter) first.
  • Merchants, Caravans, and Markets are 10% cheaper and have an additional 50% hit points.

the Power of Caesar - Romans

the Power of the Motherland - Russians

the Power of Discovery - Spanish

  • The map begins revealed and you start with an extra Scout (two extra Scouts, when map is set to Explored or All Visible). The map also shows the locations of all rare resources, and the location of ruins within your own territory.
    • When starting with Nomad, the map is not revealed until the first city is completed. The free scouts are not given in this mode.
  • Scouts are upgraded for free and use their abilities faster.
  • Before  Industrial Age, receive a free Heavy Ship whenever you complete a Dock.
  • Gain 30 resources from Ruins, and an extra +26 per  Science level researched.

the Power of Siege - Turks

the Power of Innovation - Americans

  • First Wonder is built instantly, if no other nation is also building it. This doesn't work with the  Information Age wonders Space Program and Super Collider. Building the wonder still requires the resources to be paid.
  • Governments are researched for free at the Senate. They still require time to be researched.
  • Receive one free Scholar with each new University.
  • All aircraft and carriers are 20% cheaper. Does not include missiles.
  • Receive 1 free Bomber at each new Airbase from  Modern Age onward.
    • The free Bombers are given only up to the  population limit.
    • If an American player constructs an Airbase without meeting the technology prerequisites to build a Bomber (such as in the  Industrial Age), the free Bomber will still spawn inside each Airbase as soon as the technology requirements are met and there is sufficient population cap to do so - even if the Airbase is already full. If spawned inside a full Airbase, should any of one the 11 planes in the Airbase transfer out or be destroyed, they will not be able to be replaced due to Airbase being at maximum capacity (until a 10th plane is transferred out or destroyed). All planes assigned to the Airbase will still be able to leave and return normally though.
    • (Partially undocumented/hidden) Unlike with most free units received via nation powers, the free Bomber(s) received do not impact the ramping cost of future Bombers built.
    • The provided Bomber(s) aren't automatically upgraded to Strategic Bombers, even if technology requirements to produce them are met.
  • 25% cheaper military ground units upgrades. Affects both the base cost and ramping cost.
  • Receive +2  Food,  Timber,  Metal, and  Wealth to gather rate for every non-Scout Barracks unit, except when garrisoned.  Metal is not gathered before  Classical Age is researched.
  • (Campaign only) Start Conquer the World campaigns with a Build Wonder Bonus Card.

the Power of Commerce - Dutch

  • Start with a free  Commerce technology at the Library. Receive 10% discount on all future  Commerce research.
    • When starting with City Center Only or playing on Nomad, the Dutch won't receive the free  Commerce research.
  • Start with a free Market and 2 free Armed Merchants.
    • When starting with Nomads, the Dutch won't get the Market nor the Armed Merchants.
    • Unlike the Nubians, the Dutch cannot build Markets without having researched  Commerce 1 (Barter).
  • For every 100 of a resource in your treasury beyond starting level, receive +5 income for that resource (except for  Knowledge); this income can exceed  Commerce Cap by 50.
    • The resource bonus is given as +1 for every 20 beyond the starting amount, which is typically 200  Food, 200  Timber, and 100  Wealth for standard games.
  • Receive 1 free Light Ships whenever you complete a Dock.
  • Ship Upgrades are 10% cheaper.


the Power of Majesty - Indians


the Power of Nation - Iroquois

  • Get one free Scout class unit with each Barracks built; Scouts receive free upgrades and can move through forests.
  • First Senate built is free and instantly built.
  • Citizens working at a Woodcutter's Camp gather +2  Food in addition to the  Timber gathered.
  • Military units (and Scouts) in friendly (own or allied) territory are hidden when not attacking.
    • The automatic hidden ability only activate if the unit had not attacked within the last 33 seconds (500 frames); this is the same delay for regular units to be hidden under a General's Ambush ability.
  • All units heal when not moving or attacking in friendly (own or allied) territory.
    • The automatic healing only activate if the unit had not attacked within the last 33 seconds (500 frames); this is the same delay for regular units to be hidden under a General's Ambush ability, and heals at the same rate as if the unit were garrisoned, which is improved by the same amount by Healthcare technologies. It stacks with the natural healing of some units like the Citizen when in friendly territory.
  • Barracks units have +5% hit points.
  • (Undocumented/hidden) Most Barracks units move +25% faster, similar to the Bantu's movement bonus.
    • The movement bonus does not apply to  Modern Age nor  Information Age units, nor to Scouts and Machine Guns. It does however apply to the Flamethrower and other Barracks units from the  Industrial Age and earlier.
    • The movement bonus is based on the age the unit becomes available, not the actual age of the player's nation.
    • The movement bonus works in neutral and enemy territory, not only in friendly territory.
    • The movement bonus is independent of the Bantu's movement bonus value.

the Power of the Plains - Lakota

  • Receive +4  Food for every Citizen, Scout, and Cavalry unit (except when garrisoned) instead of building Farms and Granaries. Farms and Granaries in captured enemy cities are instantly destroyed.
  • Borders and territory are invisible to enemies. Can construct buildings anywhere in territory not belonging to an enemy nation.
    • Although the Lakota can build in neutral territory, for the neutral territory near a city under assimilation, they can only build a City or Fort and not other buildings (such as Towers). This allows the Lakota to build a Fort right next to a captured city even while it's still being assimilated.
    • The Lakota can build Towers and many other buildings anywhere in non-enemy territory on a new continent (similar to if a nation's territory extends to the new continent), but still needs  Commerce 2 (Coinage) to build a City or Fort on a new continent. The limit to being near the coast for the first City or Fort also still applies.
  • Ranged Cavalry upgrades are free.

the Power of Ceremony - Persians

  • Start with 50% bonus  Food.
    • This works with all resource settings (e.g. Variable ... or Random).
  • Second City built acts as a Capital as well. Both receive Capital border bonus, and both must be captured to eliminate you.
  • Receive a 30% discount on  Civic research.
  • Receive Taxation upgrades for free (still requires a Temple).
    • Note: in later versions of the game (including the Extended Edition), this nation power works even if no Temple is built.
  • You always have the maximum number of Caravans allowed, thus don't need to build them.
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