Artillery is a ground unit that is capable of heavily striking and repelling enemy surface units within a distant range. It is only coherent at a large radius between its position and the closest enemy, as it is highly vulnerable to close-corner combat. Therefore, it is recommended to actively protect the artillery by stationing troops near the unit.
Artillery is almost effective with large divisions for additional damage infliction. One is also able to upgrade their range, firepower, and mobility in the Support tree.
Artillery can deal critical damage and possibly destroy nearby escort ships, such as those with destroyers and frigates, however, it does minimal damage to some capital ships (battleships[1] and aircraft carriers[2].)
Description[]
Artillery is quite similar to the anti-aircraft, with the difference is that the weapon is primarily used for bombarding surface and naval units, particularly enemy tanks, infantry, escort ships (frigates and destroyers), and other surface support units. Artillery is also notorious for motorizing at a miniature speed, no matter the terrain or biome.
Artillery is extremely vulnerable in direct combat with primarily tanks and infantry, as artillery can be dismantled quickly if not guarded enough by other units. Other threats that can weaken artillery are aircraft, capital ships (Battleships and Aircraft Carriers), and other enemy artillery.
Each artillery unit comprises of 50 artillery guns.
Costs[]
One artillery division costs $12,500,000 and 2,500 manpower. Their upkeep is $125,000 dollars per unit.
Unit Modifiers[]
Skins[]
Technology[]
Technology | Research Categories | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
---|---|---|---|---|---|---|---|
Artillery Range | Upgrade | Support Improvements | Support Range 1 | Support Range 2 | Support Range 3 | Support Range 4 | Support Range 5 |
Cost | 100 | 150 | 250 | 400 | 750 | 1,200 | |
Modifiers | Theoretical Prerequisite | +10% | +10% | +20% | +20% | +30% | |
Artillery Firepower | Upgrade | Support Improvements | Support Firepower 1 | Support Firepower 2 | Support Firepower 3 | Support Firepower 4 | Support Firepower 5 |
Cost | 100 | 150 | 250 | 400 | 750 | 1,200 | |
Modifiers | Theoretical Prerequisite | +11% | +21% | +31% | +50% | +75% | |
Artillery Mobility | Upgrade | Support Improvements | Support Mobility 1 | Support Mobility 2 | Support Mobility 3 | Support Mobility 4 | Support Mobility 5 |
Cost | 100 | 150 | 250 | 400 | 750 | 1,200 | |
Modifiers | Theoretical Prerequisite | +6% | +11% | +12% | +16% | +21% |
Strategy[]
Coastal Batteries[]

Demonstration of coastal batteries placement.
Station artillery by water, preferably places where ships pass through such as narrow channels or canals, and let it destroy enemy ships. This is useful for preventing naval landings or sinking stationed ships.
Support Artillery[]
Support Artillery are ineffective in direct combat, however, when backing up defending units, they can create an upper hand for any nation defense. Artillery can bombard the attack while units better suited (e.g.: Infantry, tanks), attack. Depending on the terrain, can also be advantageous. such as Mountainous.
Mountains[]
Artillery can be very useful, especially within high-elevated landscapes. In mountains, troops mobilizes at a slow pace, so it is ideal to put artillery over or near the mountains. With slow movement, the affected units will struggle from reaching or evading the artillery.
With the support tree being fully researched, this can deal a hefty of damage to the enemy’s troops.
Artillery Spam (Outdated)[]

Demonstration of arty spam.
Artillery Spam, Arty Spam, or in general Spam of any ranged units was a strategy in Rise of Nations until it was rendered obsolete on 12 April 2021 due to the bug being fixed. It involved splitting artillery into many units in order to amplify their damage, since as one division they would be less efficient.
This tended to cause lag in servers, more likely low-end computers that can't cope with the lag. This can be done with any ranged unit, such as anti-aircraft in order to deal more damage, and as the server/war progressed, more units were likely involved causing more lag, which is why it is an infamous strategy.
This strategy is now increasingly rare due to its patch on 12 April 2021, and any use of it is likely a user unaware of the bug being resolved. Artillery has gotten a nerf, making it so it cannot damage units while moving which has made Artillery Spam a worse tactic.
Hasting (Outdated)[]
You can lure the enemy divisions towards your artillery, and when they're in range, you start moving the artillery the opposite direction of the enemy divisions, making sure you don't get delayed by water or anything. A better version of this is to use Maximum Range, multiple artillery units stacked up on top of themselves. This allows you to do more damage, and to do it at a long range.Trivia[]
- Artillery is unable to assault enemy units when the artillery is currently undergoing transportation on the sea.
- Battleships and aircraft carriers are one of the few ships that are able to damage artillery, though battleships are more detrimental.
- Artillery loss doesn't count toward the total losses in war.
References[]
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Units | ||
---|---|---|
Army | Primary | Infantry • Tanks • Home Guard |
Support | Artillery • Anti Aircraft | |
Navy | Escort | Destroyer • Frigate • Transport Boat |
Capital | Battleship • Aircraft Carrier | |
Underwater | Submarine | |
Air Force | Fighter • Attacker • Bomber • Transport Aircraft | |
Nuclear | Nuke | |
April Fools | Nuke (April Fools) • Space Units |
Mechanics | ||
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Strategic | Doctrines • Operations • Attrition • Entrenchment • Flanking • Auto Capture | |
Leadership | Military Leaders • Traits • Political Leaders | |
Logistics | Manpower • Experience • Military Power • Conscription Laws • Readiness • Military Spending • Recruitment Centers • Reinforcements | |
Other | Technology • War Exhaustion • War • War Justification • Skins |