Rise of Nations Wiki
Advertisement
Rise of Nations Wiki

Merchants are used to gather land resources.

Rare resources (colloquially rares) are a type of resource in Rise of Nations. They are limited in number and are usually gathered by Merchants built at the Market. Each rare resource increases the gather rate of one or two basic resources and offers a special benefit, such as lowering a certain research time or giving an economic or military boost.

Finding and gathering[]

Rare resources appear as bright blue spots on the minimap after being discovered by a friendly unit. If a Merchant unit or a Market is selected, resource locations, which are currently not exploited by the nation, appear as blinking spots on the minimap. The Spanish start with a revealed map also showing the locations of all rare resources currently available.

Most rare resource are visible from the beginning (Ancient Age.png Ancient Age). However, a few of them are only revealed to a nation when it enters a certain age, e.g., Sulphur becomes visible when entering Gunpowder Age.png Gunpowder Age, while Coal and Aluminum become visible in Industrial Age.png Industrial Age. As long as they are not visible to a nation, they appear as a patch of rocks (as with Oil.png Oil), preventing nations from overbuilding them.

The benefits of a resource are given, once a Merchant is fully deployed at the resource location (deploying takes around 10 seconds, a small orange bar above the health bar shows the progress). If the Merchant starts to pack itself again, the benefits are lost immediately. Connected resources appear in an icon list on the left side of the game screen. Resources in enemy territory may be exploited as well, but since Merchants are subject to attrition damage, they need to be protected by a nearby Supply Wagon or else will be quickly destroyed.

To gather Metal.png Metal and Knowledge.png Knowledge bonuses from rare resources, a nation must first enter Classical Age.png Classical Age. The Greeks may gather Knowledge from the beginning, making the early exploitation of resources like Relics, Papyrus and Obsidian more useful.

Increasing gather rate[]

Researching the Taxation technologies at the Temple increases the gather rate of merchants as well as the non-food production of fishing boats: with Taxation +20%, with Vassalage +50%, with Social Contract +100% and with Income Tax +200%. The Porcelain Tower wonder increases the gather rate by 200% and also gives the special benefits of unconnected rare resources within friendly borders. The Nubians receive an innate bonus of 50% on the gather rate and can see rare resources within their borders.

Bonuses to the gather rate are always added to the base rate and are only applied if the resource is within friendly borders (i.e., own or allied territory). Rare resources in neutral or enemy territory will always give the base rate (the location of the resource matters, not the location of the Merchant hut).

The special benefits of rare resources (like cost reduction) cannot be increased in any way.

Fish and Whales[]

Fish and Whales are special rare resources - they are only found in ocean and there is usually more than one source of them. They appear as green spots on the minimap. Fish also don't provide a special benefit and thus won't appear in the connected resource list on the left. Both sea resources require a fishing boat (built at a Dock) to be gathered. Multiple nations may exploit a particular Fish or Whales resource, like with rare resources on land.

List of rare resources[]

Resource Gather rate Bonus
IconAluminum.png
Industrial Age.png Aluminum
+20 Oil.png
+20 Metal.png
Aircraft costs reduced by 15% and speed increased by 25%.
IconAmber.png
Amber
+10 Timber.png
+10 Wealth.png
Market sell prices +10 and buy prices -10.
IconBison.png
Bison
+20 Food.png Granary research costs reduced by 33%.
IconCitrus.png
Citrus
+10 Food.png
+10 Timber.png
Ships at sea heal automatically.
IconCoal.png
Industrial Age.png Coal
+15 Knowledge.png
+15 Metal.png
Reduces all Timber.png Timber costs by 25%.
IconCopper.png
Copper
+20 Metal.png Factory and Dock units receive +20% hit points.
IconCotton.png
Cotton
+20 Timber.png Barracks, Stable, and Dock production times reduced by 25%.
IconDiamonds.png
Diamonds
+20 Wealth.png Raises Commerce Limit.png Commerce limit by +10%.
IconDye.png
Dye
+10 Wealth.png
+10 Knowledge.png
Cost of Civic.png Civic research reduced by 25%.
IconFish.png
Fish
+10 Food.png
+10 Wealth.png
-
IconFurs.png
Furs
+10 Food.png
+10 Metal.png
Cost of Military.png Military research reduced by 25%.
IconGems.png
Gems
+10 Wealth.png
+10 Knowledge.png
National Borders +2.
IconHorses.png
Horses
+10 Food.png
+10 Metal.png
Cost of Stable units reduced by 15%.
IconMarble.png
Marble
+10 Timber.png
+10 Metal.png
Cost to build Wonders reduced by 10%.
IconObsidian.png
Obsidian
+10 Knowledge.png
+10 Metal.png
Archers, Towers, Forts, and Cities gain +1 attack.
IconPapyrus.png
Papyrus
+10 Timber.png
+10 Knowledge.png
Cost of Science.png Science research reduced by 25%.
IconPeacocks.png
Peacocks
+10 Wealth.png
+10 Metal.png
+10% to Population Limit.png population limit.
IconRelics.png
Relics
+20 Knowledge.png Reduces research and upgrade times by 33%.
IconRubber.png
Industrial Age.png Rubber
+20 Timber.png
+20 Oil.png
Cost of Auto Plant units reduced by 15%.
IconSalt.png
Salt
+10 Timber.png
+10 Metal.png
Cost of Barracks troops reduced by 10%.
IconSilk.png
Silk
+10 Timber.png
+10 Wealth.png
Cost of Commerce.png Commerce research reduced by 25%.
Silver.png
Silver
+10 Wealth.png
+10 Metal.png
Age.png Age advancement cost reduced by 15%.
IconSpice.png
Spice
+10 Food.png
+10 Knowledge.png
Caravan income increased by 20%.
IconSugar.png
Sugar
+10 Food.png
+10 Timber.png
Reduces all Food.png Food costs by 10%.
IconSulphur.png
Gunpowder Age.png Sulphur
+15 Wealth.png
+15 Metal.png
Cost of Siege and Artillery units reduced by 20%.
IconTitanium.png
Industrial Age.png Titanium
+20 Food.png
+20 Oil.png
Attritio.png Attrition in enemy territory reduced by 50%.
Tobacco.png
Tobacco
+10 Wealth.png
+10 Knowledge.png
Citizens construct buildings and Wonders 10% faster.
IconUranium.png
Industrial Age.png Uranium
+20 Knowledge.png
+20 Oil.png
Nuclear missiles 10% faster and 5% cheaper.
IconWhales.png
Whales
+10 Food.png
+10 Metal.png
Increases sailing ship speed by 20%.
IconWine.png
Wine
+10 Food.png
+10 Knowledge.png
Cost of unit upgrades reduced by 20%.
IconWool.png
Wool
+10 Timber.png
+10 Knowledge.png
Citizens produced 33% faster and 15% cheaper.

Campaign-only (Thrones and Patriots)[]

Resource Gather rate Bonus
Bananas.png
Bananas
+10 Food.png
+10 Timber.png
All unit hit points increased by 10%.
Beaver Pelts.png
Beaver Pelts
+10 Food.png
+10 Timber.png
Free Scouts and Merchants.
Cattle.png
Cattle
+20 Food.png Citizen armor increased by 1.
Coffee.png
Coffee
+10 Food.png
+10 Knowledge.png
Resource income raised by 10%.
Icon Gold.png
Gold
+30 Wealth.png Reduces all Wealth.png Wealth costs by 10%.
IconGypsum.png
Gypsum
+20 Metal.png Reduces all costs by 10%.
IconHuskies.png
Huskies
+10 Food.png Scout vision increased by 3.
Incense.png
Incense
+10 Knowledge.png
+10 Wealth.png
Cost of Temple research reduced by 25%.
Icon Iron Ore.png
Iron Ore
+30 Metal.png All Metal.png Metal costs reduced by 10%.
IconSpice.png
Maize
+30 Food.png Cost to ramp up units reduced by 50%.
Olive Oil.png
Olive Oil
+20 Food.png Allows one extra Farm per City.
IconRum.png
Rum
+10 Food.png
+10 Wealth.png
Ship combat ranges increased by 1.
IconSalmon.png
Salmon
+30 Food.png Cost of naval units reduced by 20%.
Advertisement