Thrones and Patriots Aztec Units
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Citizen (Civilian)
Attack: 4 Health: 40 Armor: 0 Pop: 1 Range: N/A Line of Sight: 2 Speed: 25
Created at: City Build Time: 3.3 Seconds Unit Cost: 20f Ramping Cost: 1f support Prerequisites: Ancient Age Upgrade to: None
Citizens are special units that can construct buildings (such as Cities and Farms) and who gather resources from Farms, Woodcutters Camps, Mines, and Oil Wells.
Scholar (Civilian)
Attack: 3 Health: 50 Armor: 0 Pop: 1 Range: N/A Line of Sight: 2 Speed: 24
Created at: University Build Time: 5 Seconds Unit Cost: 30g Ramping Cost: 2g support Prerequisites: Classical Age Upgrade to: None
Scholars are units which generate knowledge, a resource used for a number of technologies and improvements in the game. The more scholars you have at your university, the more knowledge you generate.
General (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 1 Range: N/A Line of Sight: 8 Speed: 42
Generals are unique units in the fact that they effect nearby military units by increasing their armor, increasing their speed, and other additional increases in other attributes.
Spy (Command)
Attack: 0 Health: 15 Armor: 0 Pop: 1 Range: N/A Line of Sight: 8 Speed: 21
Can Bribe enemy combat units to join your nation.Can plant Informers to gain information on enemy buildings and units.Can use Counterintelligence to destroy enemy Spies and to remove Informers.
Caravan (Civilian)
Attack: 0 Health: 90 Armor: 0 Pop: 1 Range: 0-5 Line of Sight: 3 Speed: 26
Created at: Market Build Time: 10.4 Seconds Unit Cost: 10f/30t Ramping Cost: 10f/5t support Prerequisites: Ancient Age Upgrade to: None
Caravans generate wealth by making trade routes between pairs of your cities. Only one Caravan can ply the route between a particular pair of cities.
Merchant (Civilian)
Attack: 0 Health: 90 Armor: 0 Pop: 1 Range: N/A Line of Sight: 3 Speed: 23
Created at: Market Build Time: 10.4 Seconds Unit Cost: 30t/10g Ramping Cost: 10t/10g support Prerequisites: Ancient Age Upgrade to: None
Merchants are unique resource gatherers, which allow you to acquire rare resources such as Wine, Diamonds and Horses. To activate this unique attribute, you need to deploy a merchant next to a rare resource to claim it.
Supply Wagon (Civilian)
Attack: 0 Health: 90 Armor: 0 Pop: 1 Range: N/A Line of Sight: 4 Speed: 25
Created at: Siege Factory Build Time: 12.5 Seconds Unit Cost: 80t/80f Ramping Cost: 40t/40f support Prerequisites: Medieval Age Upgrade to: None
-Prevent most attrition damage to your troops within their radius.
-Allow your siege/artillery units to fire faster even in enemy territory.
Militia (Foot)
Attack: 10 Health: 50 Armor: 1 Pop: 1 Range: N/A Line of Sight: 6 Speed: 24
Militia are Citizens who have taken up weapons. Once the Militia unit is researched, you can transform current Citizens into Militia by clicking on the -To Arms!- button.
Minuteman (Foot)
Attack: 19 Health: 65 Armor: 2 Pop: 1 Range: 0-8 Line of Sight: 8 Speed: 24
-Upgraded Militia armed with muskets. Citizens can become Minutemen using their “To Arms!” button. -Minuteman research also increases the hit points and Line-of-Sight of ordinary Citizens.
Partisan (Foot)
Attack: 24 Health: 85 Armor: 3 Pop: 1 Range: 0-10 Line of Sight: 10 Speed: 24
Created at: Bunker Build Time: 13.3 Seconds Unit Cost: N/A Ramping Cost: 2f/2f support Prerequisites: Modern Age Upgrade to: None
-Upgraded Minuteman armed with rifles. When Partisans are not moving or attacking they cant normally be seen by most enemies. Citizens can become Partisans using their “To Arms!” button.
Scout (Foot)
Attack: 0 Health: 50 Armor: 0 Pop: 1 Range: 0-3 Line of Sight: 4 Speed: 34
Scouts- Fast, but unarmed. Use Counterintelligence to destroy enemy Spies and to remove Informers.
-When Explorers arent moving they cant normally be seen by most enemy units.
-Can spot hidden enemy units
Explorer (Foot)
Attack: 0 Health: 70 Armor: 0 Pop: 1 Range: 0-4 Line of Sight: 6 Speed: 35
Scouts- Fast, but unarmed. Use Counterintelligence to destroy enemy Spies and to remove Informers. -When Explorers arent moving they cant normally be seen by most enemy units. -Can spot hidden enemy units
Commando (Foot)
Attack: 0 Health: 90 Armor: 0 Pop: 1 Range: 0-6 Line of Sight: 8 Speed: 37
Commando, A Specialized scout with many special abilities. Can use Sniper ability to destroy enemy units, Counterintelligence to destroy enemy Spies and to remove Informers, Can spot hidden enemy.
Special Forces (Foot)
Attack: 0 Health: 110 Armor: 0 Pop: 1 Range: 0-7 Line of Sight: 10 Speed: 39
Special Forces, A Specialized scout with many special abilities.
Can use Sniper ability to destroy enemy units, Counterintelligence to destroy enemy Spies and to remove Informers, Can spot hidden enemy.
Elite Special Forces (Foot)
Attack: 0 Health: 130 Armor: 0 Pop: 1 Range: 0-9 Line of Sight: 12 Speed: 42
Created at: Barracks Build Time: 12 Seconds Unit Cost: 40g/40m Ramping Cost: 10g/10m support Prerequisites: Information Age Upgrade to: None
Special Forces, A Specialized scout with many special abilities. Can use Sniper ability to destroy enemy units, Counterintelligence to destroy enemy Spies and to remove Informers, Can spot hidden enemy.
Atl-Atls (Foot)
Attack: 10 Health: 95 Armor: 1 Pop: 1 Range: 0-6 Line of Sight: 8 Speed: 31
Aztec Unique Light Infantry, fast, cheap, and short-ranged. Quicker and tougher than Slingers.
Royal Atl-Atls (Foot)
Attack: 11 Health: 105 Armor: 1 Pop: 1 Range: 0-6 Line of Sight: 8 Speed: 32
Unique to the Aztecs, the Royal Atl-Atls are fast, cheap and short-ranged units. The Royal Atl-Atls are much quicker and tougher than Javelineers.
Xopilli Atl-Atls (Foot)
Attack: 13 Health: 120 Armor: 1 Pop: 1 Range: 0-6 Line of Sight: 8 Speed: 33
Aztec Unique Light Infantry, fast, cheap, and short-ranged. Quicker and tougher than Elite Javelineers.
Arquebusiers (Foot)
Attack: 18 Health: 132 Armor: 2 Pop: 1 Range: 0-10 Line of Sight: 11 Speed: 24
Gunpowder Infantry, Powerful in quantity but somewhat slow-firing.
Musketeers (Foot)
Attack: 20 Health: 142 Armor: 2 Pop: 1 Range: 0-10 Line of Sight: 11 Speed: 24
Gunpowder Infantry, Powerful in quantity but somewhat slow-firing.
Riflemen (Foot)
Attack: 22 Health: 156 Armor: 3 Pop: 1 Range: 0-12 Line of Sight: 13 Speed: 27
Gunpowder Infantry, Powerful and accurate foot troops.
Jaguar Infantry (Foot)
Attack: 25 Health: 171 Armor: 5 Pop: 1 Range: 0-13 Line of Sight: 14 Speed: 35
Aztec Unique Modern Infantry, faster and with a stronger attack than ordinary Modern Infantry.
Jaguar Assault Infantry (Foot)
Attack: 27 Health: 181 Armor: 5 Pop: 1 Range: 0-15 Line of Sight: 16 Speed: 37
Created at: Barracks Build Time: 11.3 Seconds Unit Cost: 80f/70t Ramping Cost: 1t/1f support Prerequisites: Information Age Upgrade to: None
Aztec Unique Modern Infantry, faster and with a stronger attack than ordinary Modern Infantry.
Machine Gun (Foot)
Attack: 33 Health: 140 Armor: 2 Pop: 1 Range: 0-14 Line of Sight: 15 Speed: 20
Machine Guns, Moves slowly; devastating against enemy foot troops.
Heavy Machine Gun (Foot)
Attack: 36 Health: 155 Armor: 2 Pop: 1 Range: 0-15 Line of Sight: 16 Speed: 21
Machine Guns, Moves slowly; devastating against enemy foot troops.
Advanced Machine Gun (Foot)
Attack: 39 Health: 170 Armor: 2 Pop: 1 Range: 0-17 Line of Sight: 18 Speed: 22
Created at: Barracks Build Time: 15 Seconds Unit Cost: 80g/70m Ramping Cost: 10g/10m support Prerequisites: Information Age Upgrade to: None
Machine Guns, Moves slowly; devastating against enemy foot troops.
Flamethrower (Foot)
Attack: 20 Health: 125 Armor: 0 Pop: 1 Range: 0-6 Line of Sight: 7 Speed: 24
Created at: Barracks Build Time: 12.5 Seconds Unit Cost: 80f/60m Ramping Cost: 1m/1f support Prerequisites: Industrial Age Upgrade to: None
Flamethrowers, Slow-moving and short-ranged; highly effective againstbuildings and entrenchments.A building attacked by a Flamethrower immediately ejects any garrisoned units.An entrenched un
Hoplites (Foot)
Attack: 13 Health: 120 Armor: 4 Pop: 1 Range: N/A Line of Sight: 6 Speed: 25
Hoplites are strong melee units which are quite powerful against cavalry units. Although rather slow, the Hoplites attack makes up for their shortcomings.
Phalanx (Foot)
Attack: 15 Health: 145 Armor: 4 Pop: 1 Range: N/A Line of Sight: 7 Speed: 25
Phalanx are strong, powerful melee units which, when massed, are an unspeakable force. Unfortunately, their one downside is their slow speed.
Pikemen (Foot)
Attack: 17 Health: 170 Armor: 4 Pop: 1 Range: N/A Line of Sight: 8 Speed: 25
Heavy Infantry, Powerful, slow, melee units.
Elite Pikemen (Foot)
Attack: 19 Health: 195 Armor: 4 Pop: 1 Range: N/A Line of Sight: 9 Speed: 25
Heavy Infantry- Powerful, slow, melee units.
Fusiliers (Foot)
Attack: 20 Health: 200 Armor: 4 Pop: 1 Range: 0-6 Line of Sight: 10 Speed: 25
Heavy Infantry, Slow, powerful short-ranged gunpowder units useful for close-in defense.
Anti-tank Rifle (Foot)
Attack: 22 Health: 215 Armor: 4 Pop: 1 Range: 0-8 Line of Sight: 11 Speed: 25
Heavy Infantry, Slow with a powerful armor-piercing attack at short range.
Bazooka (Foot)
Attack: 23 Health: 247 Armor: 5 Pop: 1 Range: 0-9 Line of Sight: 13 Speed: 25
Heavy Infantry, Slow with an extremely powerful armor-piercing attack at short range.
Anti-Tank Missile (Foot)
Attack: 24 Health: 265 Armor: 5 Pop: 1 Range: 0-10 Line of Sight: 15 Speed: 25
Created at: Barracks Build Time: 12.5 Seconds Unit Cost: 80f/60m Ramping Cost: 1f/1m support Prerequisites: Information Age Upgrade to: None
Heavy Infantry, Slow with a powerful and accurate long-range armor-piercing attack.
Bowmen (Foot)
Attack: 12 Health: 70 Armor: 0 Pop: 1 Range: 0-10 Line of Sight: 11 Speed: 26
Foot Archers, medium-ranged foot infantry with little armor.
Archers (Foot)
Attack: 14 Health: 80 Armor: 0 Pop: 1 Range: 0-10 Line of Sight: 11 Speed: 26
Like historical Foot Archers, the Archers in Rise of Nations are easily very powerful units at a distance; their attack, and range greatly work well when massed. Unfortunately, up close they are not so formidable, as they have little armor.
Heavy Archers (Foot)
Attack: 16 Health: 90 Armor: 0 Pop: 1 Range: 0-10 Line of Sight: 11 Speed: 26
Foot Archers, medium-ranged foot infantry with little armor.
Horse Archer (Mounted)
Attack: 13 Health: 65 Armor: 0 Pop: 1 Range: 0-8 Line of Sight: 9 Speed: 30
Horse Archers, unlike Foot Archers, have a clear advantage: speed. While being excellent raiders capable of firing even while moving, they, like Foot Archers, also have rather little armor.
Heavy Horse Archer (Mounted)
Attack: 15 Health: 82 Armor: 1 Pop: 1 Range: 0-8 Line of Sight: 9 Speed: 30
Created at: Stable Build Time: 15 Seconds Unit Cost: 40g/60t Ramping Cost: 1g/1t support Prerequisites: Medieval Age Upgrade to: Dragoon
Ranged Cavalry, fast raiders able to fire even while moving.
Dragoon (Mounted)
Attack: 17 Health: 97 Armor: 1 Pop: 1 Range: 0-9 Line of Sight: 10 Speed: 30
Ranged Cavalry- Fast gunpowder-armed raiders able to fire even while moving.
Carabineer (Mounted)
Attack: 19 Health: 114 Armor: 2 Pop: 1 Range: 0-10 Line of Sight: 11 Speed: 30
Ranged Cavalry, fast, gunpowder-armed raiders able to fire even while moving.
Light Horse (Mounted)
Attack: 12 Health: 73 Armor: 2 Pop: 1 Range: N/A Line of Sight: 6 Speed: 41
Light Horses are extremely fast and lightly armed melee troops; usefulfor catching enemy raiders.
Light Cavalry (Mounted)
Attack: 13 Health: 91 Armor: 2 Pop: 1 Range: N/A Line of Sight: 7 Speed: 41
Light Cavalry, extremely fast and lightly armed melee troops; usefulfor catching enemy raiders.
Elite Light Cavalry (Mounted)
Attack: 14 Health: 109 Armor: 3 Pop: 1 Range: N/A Line of Sight: 8 Speed: 41
Created at: Stable Build Time: 11.7 Seconds Unit Cost: 40t/60f Ramping Cost: 1t/1f support Prerequisites: Gunpowder Age Upgrade to: Hussar
Light Cavalry- Extremely fast and lightly armed melee troops; useful for catching enemy raiders.
Hussar (Mounted)
Attack: 16 Health: 131 Armor: 3 Pop: 1 Range: N/A Line of Sight: 9 Speed: 41
Light Cavalry, extremely fast and lightly armed melee troops, usefulfor catching enemy raiders.
Armored Car (Mech)
Attack: 20 Health: 150 Armor: 4 Pop: 1 Range: 0-11ng Line of Sight: 12 Speed: 42
Armored Car, fast, lightly armored vehicles that can fire while moving.
Armored Scout Car (Mech)
Attack: 21 Health: 168 Armor: 4 Pop: 1 Range: 0-12 Line of Sight: 13 Speed: 45
Armored Car, fast, lightly armored vehicles that can fire while moving.
Armored Cavalry (Mech)
Attack: 22 Health: 186 Armor: 4 Pop: 1 Range: 0-13 Line of Sight: 14 Speed: 47
Created at: Auto Plant Build Time: 12.5 Seconds Unit Cost: 40o/90f Ramping Cost: 1f/1o support Prerequisites: Information Age Upgrade to: None
Armored Cavalry, fast, moderately armored vehicles that can fire while moving.
Cataphract (Mounted)
Attack: 15 Health: 85 Armor: 4 Pop: 1 Range: N/A Line of Sight: 6 Speed: 30
The Cataphract is a powerful, armored shock melle unit useful against formations of ranged foot troops, such as hoplites, phalanx and archers.
Knight (Mounted)
Attack: 16 Health: 110 Armor: 4 Pop: 1 Range: N/A Line of Sight: 7 Speed: 31
Heavy Cavalry, powerful, armored, shock melee units useful against formationsof ranged foot troops.
Heavy Knight (Mounted)
Attack: 17 Health: 135 Armor: 5 Pop: 1 Range: N/A Line of Sight: 8 Speed: 32
Heavy Cavalry- Powerful, armored, shock melee units useful against formations of ranged foot troops.
Cuirassier (Mounted)
Attack: 18 Health: 160 Armor: 5 Pop: 1 Range: N/A Line of Sight: 9 Speed: 33
Heavy Cavalry, powerful, armored, shock melee units useful against unprotected Musketeers and other ranged foot troops.
Light Tank (Mech)
Attack: 19 Health: 187 Armor: 6 Pop: 1 Range: 0-12 Line of Sight: 13 Speed: 36
Tanks, relatively slow but armored and extremely powerful; difficult to destroy except with heavy weapons.
Tank (Mech)
Attack: 20 Health: 210 Armor: 6 Pop: 1 Range: 0-13 Line of Sight: 14 Speed: 38
Tanks, relatively slow but armored and extremely powerful; difficult to destroy except with heavy weapons.
Main Battle Tank (Mech)
Attack: 22 Health: 245 Armor: 7 Pop: 1 Range: 0-14 Line of Sight: 15 Speed: 40
Created at: Auto Plant Build Time: 16.3 Seconds Unit Cost: 60o/80m Ramping Cost: 1o/1m support Prerequisites: Information Age Upgrade to: None
Tanks, heavily armored, extremely powerful; hard to destroy except with heavy weapons.
Catapult (Artillery)
Attack: 17 Health: 80 Armor: 0 Pop: 2 Range: 3-15 Line of Sight: 10 Speed: 19
Catapults are expensive, slow-moving units which have an effective long-range attack against enemy buildings. Unfortunately, when it comes to confrounting mounted units, they are not so effective.
Trebuchet (Artillery)
Attack: 23 Health: 100 Armor: 0 Pop: 2 Range: 3-16 Line of Sight: 12 Speed: 21
Artillery Weapons, expensive and slow-moving, but effective at long range against enemy buildings.
Bombard (Artillery)
Attack: 26 Health: 120 Armor: 0 Pop: 2 Range: 1-17 Line of Sight: 14 Speed: 23
Artillery Weapons- Expensive and slow-moving, but effective at long range against enemy buildings and foot troops.
Cannon (Artillery)
Attack: 32 Health: 143 Armor: 0 Pop: 2 Range: 1-18 Line of Sight: 16 Speed: 25
Artillery Weapons, expensive and slow-moving, but effective at long range against enemy buildings andfoot troops.
Artillery (Artillery)
Attack: 36 Health: 172 Armor: 0 Pop: 2 Range: 1-20 Line of Sight: 16 Speed: 28
Artillery Weapons, expensive and slow-moving, but effective at long range against enemy buildings andfoot troops.
Howitzer (Artillery)
Attack: 42 Health: 200 Armor: 0 Pop: 2 Range: 1-21 Line of Sight: 16 Speed: 32
Artillery Weapons, fast moving, firing powerful explosive shells at very long range against enemybuildings and foot troops.
Rocket Artillery (Artillery)
Attack: 48 Health: 230 Armor: 0 Pop: 2 Range: 1-25 Line of Sight: 16 Speed: 35
Artillery Weapons, fast moving, firing powerful explosive rockets at very long range against enemybuildings and foot troops.
Anti-Aircraft Gun (Mech)
Attack: 36 Health: 110 Armor: 2 Pop: 1 Range: 0-14 Line of Sight: 14 Speed: 27
Anti-Aircraft, a slow and inaccurate defense against early aircraft.
Anti-Aircraft Battery (Mech)
Attack: 37 Health: 150 Armor: 2 Pop: 1 Range: 0-17 Line of Sight: 17 Speed: 35
Anti-Aircraft, a vehicle-mounted defense against enemy aircraft.
Anti-Aircraft Missile (Mech)
Attack: 39 Health: 155 Armor: 2 Pop: 1 Range: 0-20 Line of Sight: 20 Speed: 43
Created at: Factory Build Time: 11.3 Seconds Unit Cost: 80g/80f Ramping Cost: 20g/20f support Prerequisites: Information Age Upgrade to: None
Anti-Aircraft, a powerful, accurate defense against enemy aircraft.
Biplane (Air)
Attack: 39 Health: 118 Armor: 3 Pop: 1 Range: 2-7 Line of Sight: 16 Speed: 55
Fighter Aircraft, useful for scouting, strafing enemy ground troops, and shooting down enemy planes.
Fighter (Air)
Attack: 45 Health: 138 Armor: 3 Pop: 1 Range: 2-7 Line of Sight: 16 Speed: 75
Fighter Aircraft, powerful against enemy aircraft and useful for strafing enemy ground troops.
Jet Fighter (Air)
Attack: 46 Health: 140 Armor: 3 Pop: 1 Range: 2-10 Line of Sight: 16 Speed: 90
Fighter Aircraft, powerful against enemy aircraft and useful for strafing enemy ground troops.
Advanced Fighter (Air)
Attack: 50 Health: 155 Armor: 3 Pop: 1 Range: 2-12 Line of Sight: 16 Speed: 115
Fighter Aircraft, powerful against enemy aircraft and useful for strafing enemy ground troops.
Bomber (Air)
Attack: 43 Health: 300 Armor: 1 Pop: 1 Range: 1-3 Line of Sight: 16 Speed: 60
Bomber Aircraft, powerful against enemy cities and buildings; somewhat inaccurate.
Strategic Bomber (Air)
Attack: 52 Health: 340 Armor: 1 Pop: 1 Range: 1-3 Line of Sight: 16 Speed: 80
Bomber Aircraft, extremely powerful against enemy cities and buildings; fast and relatively accurate.
Stealth Bomber (Air)
Attack: 60 Health: 380 Armor: 1 Pop: 1 Range: 1-4 Line of Sight: 16 Speed: 100
Bomber Aircraft, devastating against enemy cities and buildings; very fast and highly accurate. Cannot be targeted by ground-based defenses.
Fighter Bomber (Air)
Attack: 43 Health: 200 Armor: 3 Pop: 1 Range: 1-7 Line of Sight: 16 Speed: 75
Fighter Aircraft, deployed on Aircraft Carriers; powerful against enemy aircraft and useful for strafing enemy ground troops.
Jet Fighter Bomber (Air)
Attack: 47 Health: 240 Armor: 3 Pop: 1 Range: 1-10 Line of Sight: 16 Speed: 90
Created at: N/A Build Time: 11.3 Seconds Unit Cost: 90g/90o Ramping Cost: 2o/2g support Prerequisites: Information Age Upgrade to: None
Fighter Aircraft, deployed on Aircraft Carriers; powerful against enemy aircraft and useful for strafing enemy ground troops.
Helicopter (Air)
Attack: 14 Health: 95 Armor: 1 Pop: 1 Range: 1-7 Line of Sight: 12 Speed: 75
Helicopters, versatile aircraft that can hover in place. Useful for raiding and to hunt subs and tanks.
Attack Helicopter (Air)
Attack: 20 Health: 130 Armor: 1 Pop: 1 Range: 1-7 Line of Sight: 12 Speed: 75
Created at: Airbase Build Time: 11.3 Seconds Unit Cost: 90g/90o Ramping Cost: 1o support Prerequisites: Information Age Upgrade to: None
Helicopters, versatile aircraft that can hover in place. Useful for raiding and to hunt subs and tanks.
V2 Rocket (Air)
Attack: 150 Health: 2 Armor: 0 Pop: 1 Range: 0-40 Line of Sight: 0 Speed: 115
Conventional Missiles, useful against enemy buildings and cities; somewhat inaccurate.
Cruise Missile (Air)
Attack: 300 Health: 2 Armor: 0 Pop: 1 Range: 0-40 Line of Sight: 0 Speed: 115
Conventional Missiles, useful against enemy buildings, cities, and ships.
Nuclear Missile (Air)
Attack: 1200 Health: 2 Armor: 0 Pop: 1 Range: 0-99999 Line of Sight: 0 Speed: 115
Nuclear Missiles, weapons of mass destruction capable of flattening several enemy buildings; there are political and economic consequences to using them.
Nuclear ICBM (Air)
Attack: 4000 Health: 2 Armor: 0 Pop: 1 Range: 0-99999 Line of Sight: 0 Speed: 115
Nuclear Missiles, weapons of mass destruction capable of flattening several enemy buildings; there are political and economic consequences to using them.
Fishermen (Sail)
Attack: 0 Health: 170 Armor: 0 Pop: 1 Range: N/A Line of Sight: 6 Speed: 38
Created at: Dock Build Time: 6.3 Seconds Unit Cost: 40t Ramping Cost: 5t support Prerequisites: Ancient Age Upgrade to: None
Fisherman can gather resources from Fish and Whale sites. To fish, move near a Fish/Whale resource site in the sea.
Merchant Fleet (Sail)
Attack: 0 Health: 172 Armor: 1 Pop: 1 Range: N/A Line of Sight: 6 Speed: 22
The Merchant Fleet are the Caravans of the sea. As trading ships between ports, they create trade routes which greatly increase your civilizations overall revenue.
Modern Merchant Fleet (Naval)
Attack: 0 Health: 230 Armor: 1 Pop: 1 Range: N/A Line of Sight: 6 Speed: 22
Created at: Market Build Time: 6.3 Seconds Unit Cost: 30g/30g Ramping Cost: 1g/1t support Prerequisites: Industrial Age Upgrade to: None
Caravans – represents the seagoing portion of a Caravan trade route.
Transport Barge (Sail)
Attack: 0 Health: 50 Armor: 0 Pop: 0 Range: N/A Line of Sight: 6 Speed: 25
Transport Barges are ships capable of carrying ground units across the sea. Transport Barges have little armor, and no weapons.
Transport Galleon (Naval)
Attack: 0 Health: 90 Armor: 0 Pop: 0 Range: N/A Line of Sight: 6 Speed: 25
Carries a ground unit over the sea.
Transport Freighter (Naval)
Attack: 0 Health: 130 Armor: 0 Pop: 0 Range: N/A Line of Sight: 6 Speed: 25
Created at: N/A Build Time: 6.3 Seconds Unit Cost: 30m/30o Ramping Cost: 1g/1t support Prerequisites: Industrial Age Upgrade to: None
Carries a ground unit across the sea.
Bark (Sail)
Attack: 11 Health: 140 Armor: 1 Pop: 1 Range: 0-5 Line of Sight: 10 Speed: 47
Bark are fast, lightly armed ships which are good for scouting and intercepting enemy transports.
Dromon (Sail)
Attack: 12 Health: 145 Armor: 1 Pop: 1 Range: 0-6 Line of Sight: 11 Speed: 50
Created at: Dock Build Time: 10 Seconds Unit Cost: 30t/30f Ramping Cost: 1f support Prerequisites: Classical Age Upgrade to: Caravel
The Dromon is a fast, and lightly armored ship useful for scouting and intercepting enemy transports.
Caravel (Sail)
Attack: 13 Health: 160 Armor: 1 Pop: 1 Range: 0-7 Line of Sight: 12 Speed: 53
Created at: Dock Build Time: 10 Seconds Unit Cost: 30t/30f Ramping Cost: 1f support Prerequisites: Medieval Age Upgrade to: Corvette
Light Ships, fast and lightly armed; useful for scouting and intercepting enemy transports.
Corvette (Sail)
Attack: 14 Health: 175 Armor: 1 Pop: 1 Range: 0-8 Line of Sight: 13 Speed: 54
Light Ships- Swift and armed with light cannon; excellent for scouting and intercepting enemy transports.
Sloop (Sail)
Attack: 17 Health: 200 Armor: 2 Pop: 1 Range: 0-9 Line of Sight: 14 Speed: 57
Light Ships, swift and armed with light cannon; excellent for scouting and intercepting enemy transports.
Destroyer (Naval)
Attack: 18 Health: 205 Armor: 2 Pop: 1 Range: 0-11 Line of Sight: 15 Speed: 63
Light Ships, swift, moderately armed, and able to detect and destroy enemy Submarines as well as transports.
Cruiser (Naval)
Attack: 19 Health: 210 Armor: 2 Pop: 1 Range: 0-13 Line of Sight: 16 Speed: 67
Light Ships, swift and able to detect and destroy enemy Submarines and transports; also armed with powerful anti-aircraft weapons.
Missile Cruiser (Naval)
Attack: 20 Health: 215 Armor: 2 Pop: 1 Range: 0-14 Line of Sight: 17 Speed: 69
Created at: Shipyard Build Time: 10 Seconds Unit Cost: 70m/70o Ramping Cost: 2o support Prerequisites: Information Age Upgrade to: None
Light Ships, swift and able to detect and destroy enemy submarines and transports; also armed with powerful anti-aircraft weapons.
Fire Raft (Sail)
Attack: 53 Health: 120 Armor: 1 Pop: 2 Range: 0-1 Line of Sight: 8 Speed: 38
The Fire Raft is a fire ship which explodes on contact with an enemy warship, with devestating results. Fire Rafts can also be useful against structures along the shoreline.
Heavy Fire Raft (Sail)
Attack: 62 Health: 140 Armor: 1 Pop: 2 Range: 0-1 Line of Sight: 8 Speed: 40
Created at: Dock Build Time: 10 Seconds Unit Cost: 20t/40g Ramping Cost: 1g support Prerequisites: Medieval Age Upgrade to: Fireship
Fire Ships, explode on contact with an enemy warship, with devastating results.
Fireship (Sail)
Attack: 71 Health: 170 Armor: 1 Pop: 2 Range: 0-1 Line of Sight: 9 Speed: 42
Fire Ships- Explode on contact with an enemy warship, with devastating results.
Heavy Fireship (Sail)
Attack: 80 Health: 210 Armor: 1 Pop: 2 Range: 0-1 Line of Sight: 9 Speed: 44
Fire Ships, explode on contact with an enemy warship, with devastating results.
Submarine (Naval)
Attack: 96 Health: 250 Armor: 1 Pop: 2 Range: 0-9 Line of Sight: 11 Speed: 46
Submarines, difficult to detect except by Destroyers and Cruisers.
Attack Submarine (Naval)
Attack: 103 Health: 290 Armor: 1 Pop: 2 Range: 0-12 Line of Sight: 14 Speed: 50
Created at: Shipyard Build Time: 10 Seconds Unit Cost: 60o/80g Ramping Cost: 2o support Prerequisites: Information Age Upgrade to: None
Trireme (Sail)
Attack: 20 Health: 180 Armor: 3 Pop: 2 Range: 0-9 Line of Sight: 10 Speed: 35
Triremes are powerful, heavy ships which are useful for massing naval power; although, their slow speed can act as a deterrent, they have a fairly decent attack.
Galley (Sail)
Attack: 22 Health: 210 Armor: 3 Pop: 2 Range: 0-9 Line of Sight: 11 Speed: 37
Created at: Dock Build Time: 15 Seconds Unit Cost: 40t/40m Ramping Cost: 2m support Prerequisites: Classical Age Upgrade to: Carrack
The Galley is a slow, but powerful naval unit, which is very effective against other ships when massed with other Galleys.
Carrack (Sail)
Attack: 24 Health: 250 Armor: 4 Pop: 2 Range: 0-9 Line of Sight: 12 Speed: 39
Created at: Dock Build Time: 15 Seconds Unit Cost: 40t/40m Ramping Cost: 2m support Prerequisites: Medieval Age Upgrade to: Frigate
Heavy Ships, slow but powerful; useful for massing naval power.
Frigate (Sail)
Attack: 26 Health: 270 Armor: 4 Pop: 2 Range: 0-10 Line of Sight: 13 Speed: 41
Heavy Ships, armed with cannons; useful for massing naval power. Limited range curtails their value for shore bombardment.
Man o War (Sail)
Attack: 29 Health: 300 Armor: 5 Pop: 2 Range: 0-11 Line of Sight: 14 Speed: 43
Heavy Ships, powerful cannon-armed warships; more than a match for any other wooden ship.
Bomb Vessel (Sail)
Attack: 29 Health: 200 Armor: 3 Pop: 2 Range: 4-19 Line of Sight: 17 Speed: 29
Bombardment Ships, slow-moving vessel armed with long-range mortars useful forbombing enemy coastal positions.
Bomb Ketch (Sail)
Attack: 34 Health: 220 Armor: 3 Pop: 2 Range: 4-20 Line of Sight: 18 Speed: 32
Bombardment Ships, slow-moving vessel armed with improved mortars useful for bombing enemy coastal positions.
Dreadnought (Naval)
Attack: 35 Health: 325 Armor: 5 Pop: 2 Range: 0-22 Line of Sight: 19 Speed: 44
Heavy Bombardment Ships, powerful, armored, naval vessels useful for both naval supremacy and shore bombardment.
Battleship (Naval)
Attack: 36 Health: 335 Armor: 5 Pop: 2 Range: 0-24 Line of Sight: 20 Speed: 47
Heavy Bombardment Ships, powerful armored naval vessels useful for both naval supremacy and shore bombardment.
Advanced Battleship (Naval)
Attack: 41 Health: 375 Armor: 6 Pop: 2 Range: 0-26 Line of Sight: 21 Speed: 49
Created at: Shipyard Build Time: 20 Seconds Unit Cost: 140m/90o Ramping Cost: 5m/2o support Prerequisites: Information Age Upgrade to: None
Heavy Bombardment Ships, extremely powerful armored naval vessels useful for both naval supremacy and shore bombardment.
Aircraft Carrier (Naval)
Attack: 60 Health: 600 Armor: 0 Pop: 2 Range: 0-9 Line of Sight: 16 Speed: 42
Created at: Shipyard Build Time: 16.7 Seconds Unit Cost: 650g/650o Ramping Cost: 100g/100o support Prerequisites: Modern Age Upgrade to: None
Aircraft Carriers, maintains a wing of seven Fighter-Bomber aircraft, which can perform air missions.When Fighter-Bombers are destroyed, they will be slowly replaced. Land-based aircraft cann
The Despot (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 0 Range: N/A Line of Sight: 16 Speed: 42
Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Acts like a Supply Wagon.Extra large Line-of-Sight.Doubles plunder from enemy buildings destroyed in his radius, and gives plunder from enemy units.
The Senator (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 0 Range: N/A Line of Sight: 8 Speed: 42
Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Buildings in his radius get +5 armor.Can bribe enemy units as though he were a Spy.Buildings and troops in his radius heal while in friendly territory.
The Monarch (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 0 Range: N/A Line of Sight: 8 Speed: 42
Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Acts like a Supply Wagon.Siege units in his radius move and deploy at 2x speed.Mounted units in his radius have an extra +2 attack, +2 armor.
The President (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 0 Range: N/A Line of Sight: 8 Speed: 42
Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Unit-producing buildings in his radius produce at 2x speed.Buildings under construction in his radius build 33% faster.Buildings and troops in his radius heal while in friendly or neutral territory.
The Comrade (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 0 Range: N/A Line of Sight: 8 Speed: 42
Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Acts like a Supply Wagon.All friendly units in his radius have +2 attack, +2 armor.Enemy cities in his radius assimilate at 4x speed.
The CEO (Command)
Attack: 0 Health: 109 Armor: 0 Pop: 0 Range: N/A Line of Sight: 8 Speed: 42
Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Buildings and troops in his radius heal as long as they are not taking attrition damage.Friendly units in his radius are immune to bribery and sniping.All friendly units in his radius have +4 range and Line-of-Sight (except siege units).
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