
Community Strategy
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This page details a beginner's guide and tutorial for Roblox Rise of Nations, a real-time strategy and world conquest game developed by Hyperant. This page is under HEAVY construction.
Rise of Nations is a real-time strategy and world conquest game, making it inherently more complex and competitive than typical Roblox strategy games. Due to these conditions, the game may deter some audiences, specifically those who do not prefer to devote their brainpower to these four subjects: politics, economy, military, and geography. However, those who enjoy the previously listed topics or have prior experience in other grand strategy games may find the concept of this game faster, more enjoyable, and more effective to learn.
That being said, this universal strategy guide will effectively teach you how to master the game from beginner to intermediate levels. Ultimately, this guide provides a step-by-step approach to enhance your game knowledge so you can keep "winning." Some features included in this tutorial will cover many broad topics, such as:
- Starting Tips: What country to is best to play as a beginner and how to begin the game from scratch. This includes the initial buildup of a industry, nearby countries to declare war against for the sake of territorial expansion, etc.
- Environmental Awareness: Interacting with other players and the environment.
- Political Management: Forging a well-structured government and handling internal politics.
- Economic Management: Building a strong economy through industrial management, trade, and development.
- Military Tactics: Developing effective military strategies, including unit management and combat tactics.
Before Beginning The Guide
Advice Before Starting The Guide
- Before joining a public match, it is VERY important to read and memorize the official game rules. All individuals are subject to moderation punishments, such as warns and bans, by the Staff Team, even if they are new or unknowingly violated one of the many rules.
- You can find all the game rules here or in the game's main menu.
- You can also join the Official Discord (invite link) if you have questions about the game rules.
- Familiarize yourself with the user interface (UI) to navigate the game better. Building that muscle memory towards the UI will mainly help you locate various features with greatest efficiency, which allows you to navigate this strategy more effectively and boost actions per minute (APM), especially in highly competitive matches.
- For those who lack geography skills, learning real-life geography, mainly country, continent, and some regional locations, alongside this game is crucial. Not only does the game's premise involves geography, but such knowledge can also help you interact with other players and the environment. For instance, you may need to know the location of certain countries if a player requests you to cede certain cities to them if they are trying to form a formable, to avoid a potential war. Similarly, knowing the locations of various countries is essential for forming formables for your own benefit. Additionally, knowing not only countries, but also the game's terrain and biomes, can help you during combat against enemy countries.
- Even if you use this strategy, you will inevitably fail, because this game is all about trial and error. There are two reasons for this: one, every player, no matter how competent they are, has failed at least once in their history of playing this game, and two, making mistakes is how you learn and evolve. Use your mistakes as insights to see room for improvement, but do NOT use mistakes as an excuse to demoralize yourself or quit the game. You will not become a professional player in under 24 hours, because to master this game, you need to devote significant time and effort. Just note that tons of players lose every day in various matches, no matter if they are as low as a beginner or as high as a professional—failing is rampant, and you are not the only one who fails.
Important Notes
- This strategy will be slow-paced and methodical because it is specifically designed for beginners. Advanced players should not belittle or dismiss this strategy simply because it does not move or change rapidly, or perfectly align with their ideals. To evolve effectively, you must adapt effectively. To adapt effectively, you must learn the concepts comprehensively and in detail, rather than rushing through progress, which could open vulnerabilities in your learning curve, as you may miss crucial information. Additionally, beginner players do not share the same situational awareness with more professional and competitive players, so they are forced to learn slow to learn the game better.
- This strategy will be extensive, long, and time-consuming, especially if it overwhelms readers who prefer shorter guides. However, since Rise of Nations is known for its complexity, especially for beginners, this strategy aims to complex conditions by effectively teaching you the features needed to master the basics of the game. Some beginners may learn the game quickly, usually within a week, but if you are a slower learner or a beginner who wants to gain deeper insights from strategies written by experienced players, then this guide is for you.
Beginner's Tutorial Strategy
Knowing The Server Basics and Country Selection
Phases of the Game
In the Rise of Nations community, there are three informal but popular phases to split the years in the game, those being: early game, mid game, and late game. While the exact years in those three phases are widely debated among players, the generally accepted timeline includes 2019 to 2022 being early game, 2023 to 2028 being mid game, and 2029+ being late game.
What Phase to Join
As a beginner, and also for all other players regardless of their level of professionalism, the golden rule is to always play the early game and start from scratch, besides special occurrences such as joining a friend or farming formables. To join the early game, you must go to the lobby and find the "Create New Server" button. Upon clicking it, you will need to wait for 29 other players, including you, making it 30 in total, to create a new server. Once all 30 players, including you, have clicked the "Create New Server" button, you will be teleported to a fresh, new server.
The prime reason for joining early game is because it is usually more challenging and intense, as there are limited resources but more players and land to expand, leading to intense competition. Competition, challenge, and limitation, but not taken into the extreme levels, are how you train and adapt yourself as a beginner, because not everything will go in your favor.
However, those three conditions previously mentioned cannot be said for the middle or late game, because there are fewer players and more resources available, decreasing the level of challenge and limitation, which is not very ideal. While there is a possibility of massive and powerful empires fighting among each other in the late game, those wars are extremely intense and deadly because technology and numbers are widespread. In the early game, everyone is mostly limited in their resources.
Competition In Early Servers
Generally, while there are higher chances of dying more in the early game than in the late game because player wars are usually widespread during that time, specifically due to the competition for territorial expansion and it being more populated with players during that era, it is OK to keep dying. Remember, as said previously, failure is an integral component of this game where every player suffered from at least once, therefore, you are not the only one, so do not feel embarrassed or demoralized.
Public vs Private Servers
To train and adapt yourself to a more competitive environment, use public servers. If you just want general practice without any real competition, such as managing the economy, military, government, territorial expansion, etc., then use private servers. Just note that you will need to eventually transition to public servers if you want fast-moving gameplay, entertainment, and competition, which can help you in your experience involving the game, especially as a beginner, rather than sticking with private servers indefinitely.
Progress Is Never Saved
Be aware that you cannot save your progress in Rise of Nations because developing your country is a one-time endeavor until you leave or are conquered. Since servers run indefinitely, the only way the server expires is when all players eventually leave. This game does not have fixed match durations or timers. Moreover, there is no traditional concept of "winning" a game in the sense of reaching a specific endpoint. Winning typically involves succeeding in wars, achieving top rankings, or completing a world conquest. A world conquest refers to when a player conquers the entire globe, including player and AI-controlled nations.
Country Selection
Best Country for Beginners
Upon the joining the match and finishing the 30-second intermission, the best country to play as in the beginner level is South Africa. There are many reasons to why South Africa is the best beginner country:
- Isolated from main conflict zones or player-populated zones, such as Europe
and Asia
. While there could be some players in Africa
, it is usually not common for the continent to be packed with players. Since the continent is generally unpopulated with players, South Africa can expand easily through AI-controlled nations, which is crucial for beginner players because it allows them to learn more about war without facing many challenges.
- Some players could snipe and war you even if you are isolated from the main world because they are expanding for resources, population, and formables. However, this is not very common, because most players don't war South Africa early game, especially if it is a player.
- South Africa is one of the three strongest countries in Africa, in terms of geography, population, and economy, competing against
Nigeria and
Egypt.
- Generates and reserves a substantial amount of resources, including rare resources like
Tungsten and
Phosphate. Not only does it generate, but it also borders resource-rich nations like
Zimbabwe and
Zambia. Additionally, more resources allow the country to be more self-reliant rather than trading, plus it allows the player to establish an industry without suffering from resource shortages.
- South Africa has an easy formable: the
South African Union. This formable can allow beginners to gain basic knowledge of how formables work, and the formable cores Zimbabwe, a resource-rich country, along with the uranium-producing country,
Lesotho.
Questions and Concerns
You might wonder why you were suggested to play as South Africa, which is located in a relative player-isolated area and sometimes irrelevant on the world stage, making the country seem boring and less influential. The reason for this is that other prominent locations, like Europe
and parts of Asia
, are literal warzones at the beginning of the game, and most beginners are not acclimated to such intense conditions. This strategy advises you to learn slowly and progressively instead of rushing through the learning curve. As stated previously, South Africa has the best conditions for beginners because it has an abundance of natural resources, decent starting power, isolated from player-populated areas, and has an easy formable, the
South African Union.
You might also wonder why you can't play as massive and powerful nations, such as the United States,
China, and
India. First, they are classified as "superpowers" in the starting rankings, meaning you need a certain amount of player experience to unlock those countries. Second, you are not ready to handle such massive nations. Big nations aside from the previously listed ones, like
Japan,
Brazil,
Mexico,
Russia, and more, require some experience to play effectively, such as managing the economy, government, and geopolitical neighbors.
Geopolitical neighbors are a significant factor in why newer players usually fail when playing as big countries. For instance, Japan is often challenged and conquered by China, combined with its resource shortages, Mexico is often invaded by the United States, and Russia, while having the potential to forge an industrial powerhouse due to its vast amounts of natural resources, is subject to invasion by its European neighbors. Additionally, handling the economy and government is usually challenging for low-experience players. If you mess up the economy and government, your economy will plummet and crash, and your government will also suffer. With your government suffering, your nation will eventually collapse from low stability, causing your releasables to declare independence. This means an external power did not cause your downfall, but you did yourself.
In conclusion, while this section is not trying to downplay your abilities, it aims to warn you, and all other beginners, that you are typically not ready to handle such extreme conditions with big and powerful nations. Starting small allows you to work your way up and gradually build your skills and experience.
National Introduction Features
This section will serve as a buffer between the "Joining The Game" section and the "National Introduction Guide." The reason for this is that you need to understand how some of the starting mechanics operate before you begin the game. This is where you familiarize yourself with the interface, as previously mentioned in the upper paragraphs, and also study and memorize some of the functions, as they are extremely crucial and widely used throughout the game.
It is preferred not to skip this section because understanding how the features work is very beneficial to your knowledge, since the following tutorial tells you to navigate through various features. If you simply use features without understanding their principles, large gaps may form within your knowledge, causing you to adapt and move slower, rather than dedicating time and learning accurately. While you may know what buttons to press or which functions to use, you won’t understand why they work. However, if you read through the guide below on how the core features work, you will get an idea of how they should be played out once you finish the tutorial.
Nevertheless, if you want to skip the reading and jump straight into gameplay, you may proceed to the "National Introduction Guide" in the next section. But just remember, learning important features with full effectiveness is how you truly master the game.
How The Starting Features Operate | |||||||||||||||||||||||
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🏙️ Cities
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🤖 AI Behavior/Limitations
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🏢 Buildings (Besides Factories)
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🏭 Buildings (Factories Only)
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🪖 Military Units
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⚔️ War
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🗺️ Military Doctrines
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🤵 Political Leaders
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🚨 Policies
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⚖️ Stability
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⚗️ Technology
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- Ground Doctrine: Massed Attack (after you make your infantry with Balanced)
- If you lack steel and motor parts, buy 1 steel and 1 motor part per turn from anyone who produces it
- If no one wants to trade with you, get the resource necessary for 2 steel and 1 motor parts factory from AI nations
- If you have the resources, make 2 steel and 1 motor factories (make mines if you can reach the resource requirement as well)
- As long as you have at least 1 steel and 1 motor part per turn, it is fine to sell it to anyone except any potential enemies
- Make 2 steel and 1 motor parts factory in your largest city
Trading is by far the easier option as after waiting a few minutes a measly 1 imported parts per turn can grow into a stockpile enough for several thousand tanks.
Different Justifications
Conquest takes around 75 Days scaling with distance from your capital for non-aligned countries to justify. When the enemy collapses, you can select what you annex or just annex every city you've occupied, claim 5%-25% of their income as war reparations, seize 5%-75% of the country's resources, and seize 5%-75% of the enemy's treasury. In almost all cases, you want to select all of these terms to get the most out of it.
Subjugate takes around 90 Days scaling with distance from your capital for non-aligned countries to justify. When the enemy collapses, you can make them a puppet state, claim 5%-20% of their income as war reparations, and/or seizing 5%-75% of the enemy's treasury, seize 5%-75% of their resource stockpile, enforce your own ideology into them, etc. If it becomes a puppet it will automatically give you 1/3 of its income and it absolutely has to join you in every war that involves you.
Liberation takes around 120 Days without scaling with distance from your capital (needs to be confirmed) for non-aligned countries and around 21 days for Democracies. When the enemy collapses, you can select what to free from the nation, (all nations they invaded as well as releasables), as well as claiming 5%-20% of their income as war reparations and/or seizing 5%-75% of the enemy treasury, enforcing your ideology, and seizing 5%-75% of their resource stockpile.
You don't need any justification process to declare an independence war as it's available to subjects by default but you need to be a puppet. The truce with your master must be over. When that happens, you can declare war on your master. You can use all of the terms listed above.
Diplomacy and Allies
While you are waiting for your justifications to complete or as a side activity, you can manage your diplomatic relations. Diplomacy is one of the most important factor in Rise of Nations for even the largest of countries: simple diplomatic mistakes can win and lose wars and unmake empires. If you have a friend, try to invite them to play with you, as they are much easier to trust and coordinate with than a stranger. If there are experienced players in the game or the Discord server, ask them to play with you and help you along. Our friendly community will be more than happy to teach a new player the ropes and defend them from any invaders. Consider your allies carefully and make sure you only choose a few good allies. Alliance spamming may seem like a good strategy, but it rarely works and new players who are alliance spammers are held in low regard by many of the regulars. Things to consider when you look for an ally are:
- Distance: Make sure they are at least on the same continent or you consider it a strategic one.
- Size: Nations that are too small to defend themselves are risky and can pull you into wars with their larger neighbors. Allying with a large nation or a group of large nations early are a good idea to get in their good graces, but if they aren't planning on being involved in your area or act extremely stupidly it is better to remain neutral to avoid getting drawn into early-game world wars.
- Communication: Do they respond when you message them? Can they use whisper (private message)? Do they tell you what they're planning on doing?
- Trust: If they are massing troops on your border or your allies' borders or simply feel shifty, don't trust them. They could want to ally you just for the truce once they break it off, giving them a two-year grace period to prepare for war or take out your other allies (you will not be able to fight them unless you are in a faction with your allies)
- Experience: If they aren't expanding quickly or building up defenses and industry, they are likely new/defensive and it is better to avoid allying with them and be cautious when planning to invade them.
Factions are great for a group of superpowers, as the new update has increased the maximum amount of members to about 20 members. Superpowers, such as the USA/NAU, China/Qing, India/Maurya, and Germany/German Empire, can make factions. if you do not have any powerful allies, it is best to join a superpower's faction.
Everything that makes another person a good ally is also good for you! If you want experienced players to ally you, communicate with them and ask them for help to guide you through your own mistakes. If they are playing seriously, it may take up too much of their time, but in casual games they will be more than happy to be your friend as long as you can learn from your mistakes.
Further Expansion
After you have finished justifying, declare war and justify on your next set of nations immediately! More experienced players will be rapidly expanding and taking the most valuable countries, so there is no time to waste. Make sure that your units do not begin moving until after you've declared war, as if they are too close your war declaration will be blocked. Over the next two years you will be conquering dozens of AIs in order to carve out the borders of your empire. Annexing A.Is should follow a streamlined process:
- Justify and declare war
- Bring your units to a border city
- Form a line around the width of the country. This will split your army into units of 300 to 400 tanks or 20k-40k infantry. You will get better at guessing how long the line should be as you play
- Send a slightly larger division (40k-60k large) to take any city, ideally about 50–100 km from where the enemy's Home Guard is. The enemy Home Guard will begin moving to capture the city, and by that time, your troops will be entrenched and will have a significant bonus to defence.
- When fighting an A.I. with more than 1 city, it is recommended to move your troops to a city without any Home Guards. When the troops arrive at the city, let them capture it. After the city is captured, don't move the troops on the captured city. Those troops will be entrenched while the A.I. Home Guards will attempt to retake their lost city. Your troops and the enemy troops will meet up and with the entrenchment bonus, there is a good chance our entrenched troops will win. Make sure the amount of troops on the target city is more than the enemy's. If otherwise, make sure those troops are well-trained so they can have attack and defence bonuses to fend off against the enemy A.I.
- Once the enemy Home Guard is clearly defeated, send all your troops to auto-capture the nation.
- Once you receive the notification that the country has collapsed, send the following terms: "Annex Cities", "Seize State Treasury" (Set it to 75%), "Demand War Reparations" (Optional) and ''Seize Resources" (Set it to 75% aswell). You will not get any more money from war reparations from an AI with no cities, and you can't puppet them with a "Conquest" justification. Also, when seizing Resources, like a National Stockpile, it has the same function, just now you can own the stockpile, of said country.
Again, remember to prioritize resource-rich countries and, as you expand more, countries with big cities and high populations. Although it may look ugly, you should leave some of the smaller A.Is and micro nations alone until the end as they not important, unless you want to steal the country's money as all countries start with $100,000,000. Many people tend to expand in order from one neighbor to the next, but in this game, you are free to take countries in whatever order you want. Smart players snatch large countries next to the borders of their neighboring players as soon as they can so their potential enemies are denied valuable land and resources, even it if takes sending your troops across an ocean or "skipping" a few countries. As an example, you will notice smart European players rushing down to Africa early. Europe is resource poor and the few titanium reserves in Finland and Scandinavia will be easily snatched up by Russia or Germany while North Africa is often completely ignored despite having one of the most phosphate rich (Tunisia) and iron rich (Algeria) aswell as oil rich (Libya, Algeria, Egypt) countries in the world. It's a good idea to take a page out of history and copy colonialism in Africa as a strategy to obtain easy resources, especially if you are playing a resource-poor country "trapped" by too many player neighbors or a superpower. However, make sure to connect your colonies as soon as you can by land if possible.
Improving your Military
The tank is the single most powerful land unit in the game, although late-game they will not be as effective due to the fact that people usually or might have researched anti-tank technologies mid/late-game. They have decent speed, great damage against infantry (only early/mid-game, as anti-tank will be researched by most people soon enough), and fast capture times. Although they are costly and move slower in terrain which isn't flat, this guide has focused on getting you the resources and money to mass-produce tanks. After you have invaded 3-7 countries (depending on how large your neighbors are), you will have enough money and manpower saved to start tank production. You should check several things before making tanks.
- Have around 100k-300k manpower and around 750 million dollars (More than 1 billion dollars is ideal)
- Have at least 25-50 motor parts
- Have more than 2,000 units of oil (consider buying in bulk enough oil to get yourself out of the red if you have the money and less than 2,000 oil)
- Have 3-5 cities above 1 million population
- Once you are done you can produce tanks until you use up your manpower
You should get around 3,000 to 5,000 tanks, and they will greatly speed up the process of conquering your AI neighbours, so deploy them as soon as possible. At this point you can continue to use infantry if your military is overstretched or you need to conquer some mountainous territory, but they should be phased out as you create an all tank army. Your armored corps will make the process of conquering countries go much more quickly, especially if you are in Africa. Unless you are about to enter debt or need to free up manpower immediately, don't delete your tanks. These tanks will gain experience fighting AI armies and capturing cities, so by the end of the early-game you will have a core of veteran divisions. Your experienced infantry army can be retired to defend your capital and your most important cities. You can also build a Fort on your capital for extra defence.
You can create Roads between different cities, which allows tanks, infantry, and artillery to move faster on the roads and get to their final destinations quicker. Recommended on slow terrain aswell as attrition-causing biomes.
Political Management
There are several things to manage to keep your country stable and ready for war, mainly Ideology. Although it might be tempting to pick other ideologies due to their bonuses, Nationalism/Fascism is the ideal ideology for expansion early-game. It provides a major buff by increasing your stability by 1% every time you declare war, which will help you recover from low stability early-game. The cost reductions to upkeep will all but eliminate your deficit, and your justification time is halved. A good idea is to check your country screen around the middle of 2020 for when your Political Power points reach 250, which is the amount needed to switch to nationalism, and get it as soon as possible. Socialism and Communism are also great for expansion and your economy + factories. However, no matter how much you feel drawn to the words of "Justice and Liberty for all", do NOT under any circumstances choose Liberalism and Democracy as your ideology, and if Democracy is your starting ideology, you want to focus on getting rid of it (and Liberalism). Democracy and Liberalism lose stability every time they declare war, have more military upkeep, and arguably worst of all, they take much longer to justify than even Non-Aligned.
Stability Management
Another thing to consider is government spending. Unless you are in a major, player vs. player war, you should never need to set your government spending higher than medium. If you are democratic, keeping it at medium is important to slow down your stability decay and prevent your newly annexed territories from rebelling. Otherwise, adopting Nationalism should solve stability issues without needing to spend too much money. However, if you go below 38% stability or you have high war-exhaustion (above 1), turning on government spending to medium is a must. Stability depends on unrest, and if you remain in low stability/high war-exhaustion, it can take a long time to recover as you get periodic unrest events from annexed countries that will worsen your stability even more. Keeping government spending at low to medium levels early-game is a good idea if you haven't gotten the hang of managing stability yet and you don't want your country to collapse after too many wars, a common mistake for beginners.
Policy Management
Policies are a feature which allow you to control your national affairs. It can provide your nation with many benefits. However, they require Political Power to implement and maintain.
Ideology Management
Socialism is an excellent ideology for countries with enough money that are looking to play defensively, as it increases factory output and helps make a country self sufficient and Communism further boosts it, albeit with an income penalty that can be fixed by implementing forced labor. Nationalism provides you with reduced military upkeep, though you might better off switching to fascism as it provides better military upkeep reduction and faster Casus Belli fabrication. Liberalism is typically not a good idea during the early-game unless if you're trying to switch into a Democratic nation. If you start as Democratic, switching to Liberalism is 'not advised.
Manpower and Economy
The Service Laws policy provides a major advantage if you are Democratic or have a small population, as they increase your recruitable population by a lot (even if it is a few percent, that's still tens of thousands of people!) and provide bonuses to manpower. In fact, as democratic nations, changing your service law after reaching 200 political power is the first thing one should do, and the second thing one should do as an African nation (other than Egypt) after becoming Nationalist. If one has additional manpower issues, especially as a rich Democratic nation, they should build recruitment centers on every available city, though manpower issues are uncommon come late-game
Common Game Tactics
One of the worst things that can happen to a player is getting into a war they are not prepared for. If one must to take the option of going to war, then it is often best to do it is fast. First, one should consider what diplomatic options they have. If they are in a border dispute (such as with a neighbor who's invaded or claimed the same country that they want), one can appeal to the server to step in and help give a solution. Although one may have to pay, if they are too powerful, you can buy off the land that you need from them, usually by sending them aid from around 500 million to 1 billion. One can regain this easily by invading a few more AI countries or simply improving their economy. If they refuse, one can ask for one of your superpower allies or regular allies to help in case a war breaks out, which will frighten most reasonable players into backing down. If they have strong allies of their own or are overly-confident, however, war may yet break out.
Blitzkrieg
Blitzkrieg, German for "lightning warfare", in Rise of Nations is a strategy similar to its real-life counterpart. Commonly known as "tank rushing", if one gathers enough tanks to attack an unprepared nation, they often will simply collapse or be annexed completely before any of their allies can put up a fight. This strategy is controversial, as many players complain that mass tank assaults are simply too overpowered to defeat without ruining their nation. More than just rushing for their capital, however, this strategy involves a bit of tricky diplomacy and deception that can be seen as underhanded by some, so use it should be used carefully. Note, however, that this strategy should not be used on a country larger than their attacker, as they can likely outproduce the attacker in units. This strategy is also often weak against island nations. Below are general guidelines one is advised to follow when using it "Blitzkrieg":
- Do not declare war and try not to justify until you have enough units on hand to outnumber them quickly. Surprise is the key element here, they shouldn't have time to mobilize an army or bring them back home fast enough.
- Target countries without distant overseas colonies
- Gather as many tanks as one's economy can support. The more tanks available and put toward a rush attack the faster a war can be resolved in the attacker's favor.
- Like AI nations, keep your division sizes small, around 300-400 tanks or 50-80k infantry per unit so as to allow for speedy capturing of cities.
- If they are allied with a powerful neighbor, send them an alliance request and then break it off before you declare war. The truce will protect you from dealing with multiple fronts.
- If you do get caught in an invasion from their allies, however, do not try to defend yourself. Commit your entire army to capturing enough cities to end the war as soon as possible. Most players do not surrender if you are losing, especially if you hold large amounts of land.
- If they scorch their cities, continue to send tanks in and order units that are about to be destroyed (a few hundred people or 1-2 tanks) to retreat.
- If they move units toward the border to invade you, once you declare, attack their entire army immediately with your entire military. Once you break their veteran units it will be much harder to resist. Leave smaller divisions that escape you and push on for your reserves unless they try to rush your capital.
- If they remain entrenched in the capital or elsewhere, bring 500–1,000 artillery pieces and keep them under siege as you take undefended cities. Once they are weak enough, then you attack (try to be at least 5-10 times larger than their army)
- Get frigates or destroyers to patrol the seas if they have submarines defending islands. Otherwise, use only subs to make sure any undefended convoys are destroyed.
- Ignore any other enemy's territories as you will not annex them when you sign a peace treaty, unless you want to scorch what you capture to weaken them.
This strategy will most likely make you several enemies, so make sure you have good allies. However, there as some cases where it can be the opposite effect: if you invade a country fast enough, distant allies (like the United States with France) could lose interest or be afraid of your military might. In any case, the faster you invade, the less time it gives your enemies to attack you, and the faster you get a treaty from ending the war that will keep you safe for at least two years. This strategy only applies to conquering player countries early-game. There is no one strategy to defend yourself in case you invade, although you should always be aware of convoys or enemy troops near your borders. The main goal as a defender is to hang on long enough for your allies to arrive or for you to get enough units of your enough to counterattack.
Defending your country
How to defend against infantry and tanks
Alright, let's get to it, the first thing you should do is become allies with the superpowers that are in your region (if a superpower has a faction try to join it). Next you should research anti-tank which should decently protect you against tanks. Then you need to start training lots of troops, all your major cities should have divisions of 40-50k troops or if you are a small country all your cities should have troops on them.
While that is happening, fortify all of your cities or if you are a large country, all of your major cities. Also fortify your capital, no matter your size. Try to train your forces as much as you can without going into a deficit.
What will most likely happen
With the tanks, tanks will move in quickly and try to take the cities but then will be met by an entrenched force of anti tank superiors and will most likely fall to their knees. But be weary, the tanks may overwhelm you and/or bypass your forts. You can also place artillery on your fortified cities and research "Support Range 1" so the artillery fire can reach 10% farther.
Just to mention this may not work due to various reasons, such as level of entrenchment or getting flanked by enemies.
How to defend against artillery
If you are in the unfortunate event that your enemy has many artillery then you are in trouble. But there is a way to counter the artillery, do these steps then you just might beat your opponent's artillery spam:
- Fortify your most important cities or if you are a small nation then all your cities
- Ally a neighboring nation not too far away but not on your borders
- Make 2 divisions 1 with 100k troops and another with 50k
- Send the 50k division into your allied country and put the 100k division on to your capital
What should happen now
Hopefully your enemy didn't see your 50k division and went straight to your capital to pummel your troops so then you should move in your troops behind and they will suffer
How to defend against Aircraft
This one is a bit easier; you have to find out if they have any aircraft and if they do, deploy anti-aircraft to your major cities & factories. You should also train 4 divisions of 200 tanks and some infantry. Hide them from the enemy. Then when their troops leave to invade, capital snipe them and they should die.
Coasts
Invading:
- You will need a strong navy and decent coordination for this. Artillery and air forces are recommended, but infantry, tanks, and ships are a MUST.
- You MUST have complete and utter surprise, without this the enemy may take notice and quickly make lethal defences to counter tanks, anti-air, air, and possibly navy may spawn.
- If everything works right, including the elements of speed and surprise, you should also establish multiple footholds on their coasts backed by naval forces. And if there's an airport, optional air support.
- After this your opponent will most likely spam troops or in the worst case, attempt to defend their country without panicking and prepare for a counterattack. If true, do not worry. This works in your hands. Just do not let them gain a big city. If they attempt to counterattack, you're screwed unless if you actually have the same level of economical and military strength
- Tanks are the next step, use tanks, artillery, or if necessary, troops to repulse these. To stop this from happening, just take the major cities.
- Artillery and anti-air are the worst-case scenario. These are especially hard as artillery and anti-air can spawn in small cities. You must repulse artillery with either tanks or planes. If they are stuck on mountains, no tanks. If they are with anti-air, and artillery, use tanks swiftly and then air if possible. This will mean that you will suffer, but it is better than not dealing with these.
- If mountains are added to the problem above, you are screwed. The best solution is preparation.
- Preparation is key, and you must be able to destroy key cities, destroy key military positions, and most importantly, not suffer heavy losses.
- Failure of an invasion means that you will be embarrassed, and you must prepare defences for a retaliation. White peace will most likely not be on the table, and you will suffer some form of loss.
Defending:
- First of all, if you sense something fishy, deploy troops on your coasts and draft up tanks, artillery, and if needed anti-air. Navy is also a must, and prepare for unknown ships and soldier counts, with the threat of submarines. Again, be sure to be vigilant and quickly defend at a minute's notice.
- Move troops to the coasts, ships further out, and artillery to back these up, with anti-air placed among the artillery. If possible, put both on slow-moving terrain features.
- The first attacks will come along with some naval attacks if a competent player is pulling these. Counter these with this order; frigates and destroyers to annoying transports and submarines, battleships and aircraft carriers are susceptible to submarines, battleships and aircraft carriers can defeat frigates and destroyers.
- After repulsing the first wave try and make some aircraft. This will help with going on an offensive without risking much.
- Repeat this cycle and defend until they are completely exhausted. Make peace deals on your own terms if you so please.
- If wanted you can attack using the invasion steps above.
- If you fail to be vigilant and you are struck by surprise, you will have to make this hell. Start with scorched earth on cities the enemy is approaching, remember not to scorch everything. Be sure to try and maintain coasts, major cities, and capital(s).
- With the fallback in mountains, if possible, move anti-air and artillery there. If not, keep them bombarding and guarding. Losing these will mean nearly losing the war. Draft tanks and airplanes if possible as well, these used to attack their units that are weak to these particular units will push them back and give a chance.
- If you now repulse this wave, try and grab the crucial areas you need listed above. Try these until you succeed or fail.
- If you fail to make a pushback or hold something important, you are lost. If you succeed in these attempts, push further and attempt to regain your losses. After this you can either sue for peace to recover, recover and then attack, or just straight up go Chad and attack. It is recommended that you prepare some military first however.
Deception
Flanking: Create a bunch of small split units with auto-merge off and create a larger division (auto-merge off), say a 160k infantry division for the large division and the 30k division for the split divisions (say 5-20 of those). Shuffle around the troops like you would cups with one holding the prize and the other one having nothing.
Justify on your opponent, but make sure your troops reach their place just before declaring war.
Once declaring war, shuttle your large division away and make sure they cannot see the numbers of your large division. Select auto-capture with your small divisions. With the large division, attack the city you intend to capture, usually a capital.
Surprise Army: This works well for countries with a lot of cities above 1m population such as Japan, US, India, China, and notoriously Germany, and your opponent uses troops more than tanks. Create Steel and Motor Part Factories and make sure that you do not run out of the resources needed to make tanks. You need to save them up. Once you declare war or the opponent declares war, that is the time to Ctrl+Select, create Tanks, click on a city with over 1m and wait to see your super division. Split up the super division so that most of your divisions are larger than their divisions, shift select your divisions and achieve rapid dominance!!!
Mayotte: Mayotte is an obscure country with a flag matching the French flag. If France is a player, justify declare war on as many nations nearby France that are not AI.
For Example: Capturing Countries To Stop People From Forming Formables: If there's a country you know in-game that is really aggressive and is trying to create a formable, you could be the one to snatch it all away. The premise is simple; find the country on this wiki, search up their formables, find the weakest country for their formable, annex it, and profit.
Say that Turkey is trying to form the Ottoman Empire. Conquer Cyprus, an island Turkey would probably overlook.
Say that Japan is trying to form the Empire of Japan. Conquer Brunei, preferably as a very distant country.
War reparations
When you get called to a war against someone, you can send war reparations, as the enemy will try to accept all the white peaces, meaning there's a chance he will overlook that you sent war reparations instead of white peace. Now you get 20% of the enemy's income.
What now?
If you've reached the end of this guide, with any luck, you should have a stable economy and government, and you should have become a rising world empire. Getting more strategies from the basic strategy guide and knowing how the game works is the next step for beginners to improve their gameplay. Although this guide personally has worked the best for me, this isn't the final, best strategy for Roblox Rise of Nations.
This is a general guide, and you should adapt it to your situation(s).
Most players become good through time & experience, and as you play you will find new strategies and tactics that fit your playing style.See also
- Advanced Tutorial
- Blitzkrieg
- Capital Sniping
- Deception
- Diplomacy
- Strategies
- How to Defend Against Large Countries
- How to Invade Every Continent
- Hotkeys and Controls
- Slash and burn
- Trade
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Guides | Do's/Don'ts • Where to Invade Every Continent • Beginner's Tutorial • Advanced Tutorial | |
General | AI Luring • How To Get Powerful Military Leaders • How To Get Powerful Military Modifiers • How To Be Strong In A New Server • Deception • Full Neutral Strategy • Industrial Opening | |
Economic | Economic Laws Tips • How to Factory Spam • Industrial Opening • Full Neutral Strategy | |
Offensive | Capital Sniping • Where to Invade Every Continent • How To Kill The Server by 2022 • Slash and Burn • Submarine Baiting • Blitzkrieg • Pincer • Splinter | |
Defensive | Carolean Tactics • Force Multiplier • How to Defend Against Large Countries | |
Naval | Naval Warfare • Submarine Baiting |