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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
🏙️ Cities
Category/Examples Image
Category Structure
Examples
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What is the main purpose of cities? Cities are the forefront backbone of a nation. They produce money, manpower, natural resources, run buildings and factories, and recruit units. Each nation in the game includes at least one city at the start of the game. Without cities, a nation simply cannot exist.
  • What do cities look like, and what factors alter their appearance, such as the shape and size? Population size and growth determines the shape of a city.
  • What is the difference between circle and square cities? Circle cities have under one million population, while square cities have more than one million.
  • How can the products from a city be adjusted? There are many factors that can modify the yielding products of cities. One example of these factors is development, where the building increases the city's tier, which raises tax, manpower, and resource income.
  • How does one gain more cities? The only way to gain more cities is through expansion, such as ceding or wars, since it is not possible to build newer cities.
  • How are cities a major component in war? Cities are important in war because it is associated with war's main objective: capitulate or collapse the enemy. To accomplish this task, you must occupy at least 90% to 100% of their cities using military units. Once capitulated or collapsed, they are forced to accept a treaty without a choice, and have their cities conquered if you chose the Conquest justification.
  • What is unrest and integration for cities? Unrest negatively impacts your cities, such as obstructing construction for buildings, recruitment for military units, and harms the income for tax, resource, and manpower. The effect appears when cities are immediately transferred to another nation, such as through ceding or post-war, or during low stability or high war exhaustion. Integration is identified by a green bar on the bottom of the city's properties. This represents the process that "cores" or "assimilates" newly-acquired cities after being transferred from one nation to another, and it can reduce construction time, recruitment time, tax, manpower, and resource income. However, once integrated, the city will become cored to your country, and all negative effects will disappear. Unrest and integration will not happen if the country already has the cities cored.
  • How are cities damaged? Cities are damaged mostly by scorching, whether it's inflicted by manual scorching, bombers, or nukes. Unrest can also hurt the performance of cities, as they obstruct construction for buildings, recruitment for military units, and harms the income for tax, resource, and manpower.
  • How are cities used in formables? Certain foreign cities are needed to form a formable. Once a formable is formed, only the required cities will automatically be cored, meaning it completely bypasses unrest and integration.
How To Utilize
  • To see the properties of a city, click on the red circle indicating it's your city. Red is main color that indicates it's your city, as shown in the Political mapmode. While some countries also have red colors, you do not own those cities, because it is not your land.
  • In the city properties, there are many features included: tax, manpower, and resource income, along with the population count of the city (hover over the population interface to see even more population details), siege alert, units, buildings, cores, move capital, resources that it produces or consumers, cede, and scorch.
  • In addition to the city properties, on the top left corner, you can see your country's flag. This flag takes you to the Diplomacy menu, but there are also other dashboards included other than Diplomacy, such as Country, Economy, Technology, and Military, as seen on the on the top buttons. Therefore, this means that city is also a shortcut to access your country's dashboards.
  • In some cases, there is a white star on the top left corner of your flag. This indicates that it's your capital city. You can also move your capital city seen on the top right corner of the city's properties interface, but it costs 250 political power to move.
  • You cannot use some of the properties of a city if it they are not your land. Additionally, some features may be reduced or locked, such as tax and resource income, along with building and unit construction, if it has high unrest and unfinished integration.
  • Unrest is a negative initial effect that appears on a city once it's transferred to a different country (can also occur if low stability or high war exhaustion) and integration is what "cores" your cites to become a complete component of your city. Several factors can increase or decrease the speed of unrest and integration, such as ideologies, technology, and more.
🤖 AI Behavior/Limitations
Category/Examples Image
Category Structure
AI Behavior/Limitations

AI-controlled nations are limited in their awareness compared to player-controlled nations. Most of the time, AI-controlled nations remain dormant until they are completely conquered or occupied by a player. Here are some of their behaviors and limitations:

  • AI nations cannot manage their nation, such as creating new units, moving current units, constructing buildings, developing cities, and more. The only mechanics that function within them are growth of internal assets, such as research power, military power, political power, tax, population, manpower, resources, stability, corruption, and more. However, they cannot interact with their internal currencies, such as enacting new policies.
  • AI nations cannot interact with other nations, such as forming alliances, justifying wars, declaring wars, sending non-aggression pacts, requesting puppets, aiding, funding rebels, etc. This means that any offers made to AI countries, such as alliances, puppet requests, or non-aggression pacts, will automatically be rejected.
  • Trading is the primary way they can interact diplomatically with other players, utilizing special mechanisms:
    • They will accept resource purchases with at least a 1x purchase modifier.
    • They will decline resource sales with a 2x or higher multiplier, or if you are buying more quantities than what they own in their stockpile.
    • AI nations can purchase factory-made goods if they can afford them and do not have sufficient resources. For example, selling Consumer Goods during a shortage can kickstart your economy from the trade income, but not exceeding their Consumer Goods shortage limit. For instance, if Indiastarts with a 204 consumer goods shortage, selling 210 goods would exceed their limit, so the trade quantity must not exceed 204 or else they will automatically decline the offer.
    • They will only accept a limited amount of goods if they are producing none of that resource. For example, you can sell only up to five Electronics, Fertilizer, Oil, etc. each if they producing none of those resources. Going over five may result in an automatic rejection, even if they can afford it.
    • They will reject trades that could bankrupt them or lead to a deficit. For example, the United States starts with the largest economy in-game with around 20 million income but faces a substantial 260 consumer goods shortage, but if the former player destroyed the American economy and leaves, resulting in only five million income rather than 20 million, the AI-controlled United States can only accept up to around 20 to 30 consumer goods, rather than around 200+.
  • The only scenario where AI nations can justify war or fund rebels against you is if a player had previously justified a war against you, then left the game. You will receive a notification that an AI nation has justified against you, but they cannot declare war based on this justification.
  • AI nations cannot actively engage your army if you go to war against them. Their combat mechanism triggers only when you capture their city within 1,000 KM of their nearest ground unit. This is useful for entrenching, luring the AI, and eliminating its units more efficiently and effectively. They are also unable to move naval and air units, only ground units. AI luring is a strategic advantage as it facilitates easier and faster elimination of AI-controlled armies. You can find the AI luring, refer to here.
🏢 Buildings (Besides Factories)
Category/Examples Image
Category Buildings
Examples
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are buildings? Buildings are structures built on cities used to support different sectors of a nation. For example, recruitment centers increases manpower gain, development improves the economy and manpower gain, infrastructure improves factory and resource output, along with boosting ground unit movement and construction speed, fortifications double city resistance and ground defense modifiers, and more. Other buildings are also required for production of units, such as airport for aircraft, ports for all ships (ports are not an actual building, but a permanent structure placed by Hyperant), shipyards for capital ships (battleships and aircraft carriers), and silos for nukes.
  • How are buildings destroyed? All buildings are subject to destruction by nukes and bombers. Once destroyed, it must be rebuilt, though if there is existing unrest or scorching, then it will prevent or hinder construction.
  • What are the requirements to construct buildings? Buildings usually cost money and resources, but primarily money. Some may also have special requirements, such as population sizes and pre-required buildings. The cost for buildings varies. There are also multiple modifiers that can reduce the cost for buildings, like technology, policies, political leaders, and more.
  • Why don't development and infrastructure appear on the right of the building builder interface? This is because development and infrastructure change the city's tier and infrastructure, respectively - this is indicated by the Roman numerals on the city's properties interface. Development tier will maximize at Tier VIII (Tier 8), while infrastructure maximizes at X (10).
How To Utilize
  1. Click on a city.
  2. Click on 'Buildings'.
  3. Then scroll down the list to find whatever building you want to construct
  4. Upon finding the buildings, look at the requirements for construction.
  5. If you meet the requirements for construction, click on the button.
  6. Upon clicking the building's button, construction will begin, with the duration depending on the type of building and the conditions of the city.
  7. Once constructed, the building icon will appear, with the appearance on the icon depending on the type of factory. For example, an airplane icon indicates an airport, an anchor indicates a shipyard, a satellite indicates a sonar station, etc. Some buildings may not have icons, such as recruitment, infrastructure, and development.
🏭 Buildings (Factories Only)
Category/Examples Image
Category Buildings/Industrial
Examples
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are factories? Factories produce man-made resources. These resources are either used in the construction of military units or the maintenance of other factories. For example, Motor Parts is needed for tanks.
  • Where should you place factories in the beginning of the game or industry? Circles or Square Cities? Place factories on square cities first during the beginning of an industry, because square cities have large population, which means they generate larger resource income, making it beneficial for the economy. After the square cities are fully occupied (you can place multiple factories on cities), start building factories on circle cities, but preferably the most populated. You can also place factories on different cities, no matter if it is a circle or square, one-by-one to bypass the queue mechanism when building multiple factories on the same city simultaneously, which can hinder construction time.
  • Why should you place factories on a highly populated cities in the beginning of your industry? To reiterate, square cities or large populated areas generate more resource income than smaller populated cities, making it useful for the economy. For instance, a square city can generate a base $250,000 for a single factory on it, while a smaller circle city with less than one million population produces less.
  • How do factories contribute to the economy? Generates resource income and can be used for trading.
  • What are different ways factory output can be modified? There are many ways factory output can be modified, such as technology, infrastructure, political leaders, ideologies, policies, unrest, and more.
    • Click here to find all factory output modifiers.
How To Utilize
  1. Click on a city (preferably click on a square city first - cities with over one million population - for more resource income, as said previously).
  2. Click on 'Buildings'.
  3. Then scroll down the list to find whatever factory you want to construct.
  4. Upon finding the factory, look at the requirements to construct and maintain the factory.
  5. If you meet the requirements to construct and maintain the factory, click on the button.
  6. Upon clicking the factory button, construction will begin, with the construction's duration depending on the type of factory and the conditions of the city.
  7. Once constructed, a white factory icon will appear, with the appearance on the icon depending on the type of factory. For example, electronics and aircraft manufactories have different icon appearances.
🪖 Military Units
Category/Examples Image
Category Military
Examples
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are units? Units are the backbone of your military. They engage in warfare to either attack others during an offensive battle or protect you during a defensive battle. Without units, a military simply cannot exist.
  • What are the three branches of the military? The army, navy, and air force.
  • What do each branch of the military serve? The army focuses on the ground, the navy focuses on the sea, and the air force focuses on the skies. Some branches may also need to collaborate among each other. For instance, the army may need naval and air support to clear the skies from potential aerial threats. The navy, air, and artillery can also bombard enemy troops on land, which can soften rigid defenses during land battles.
  • What is the most important branch in the military? The army, because it is only branch capable of capturing cities and engaging in combat deep within enemy territory where naval and air support cannot reach due to potential ground threats, like artillery and anti-aircraft. Capturing cities is how you win wars, so that's why the army is the most useful.
  • What are the four main features that most units require for recruitment/production, maintenance, and reinforcements? Money, resources, manpower, and in some cases, buildings.
  • What are reinforcements? Reinforcements replenish a damaged division either after combat, bombardment, or city capturing. Reinforcements require money and manpower, along with resources and buildings, depending on the unit being reinforced.
  • How does the combat cycle of the military work in each branch? It is quite complex to write it briefly, but as an oversimplified version, units can counter other units. For instance, the fighter is designed to intercept all aircraft to maintain air superiority, the destroyer is useful for sinking submarines, and tanks can obliterate infantry that lack anti-tank, attack, and defense modifiers.
  • What happens to vehicular units during an Oil shortage? Tanks will suffer from rapid and immense attrition, naval units will have their attack, defense, and mobility modifiers significantly reduced, and aircraft is unable to refuel its endurance. Reinforcements will also not work until the oil shortage clears.
  • What three units need three certain buildings for production? Port for navy (ports are not actually buildings compared to fortifications, recruitment centers, etc. as they are permanent structures placed by Hyperant), Airport for aircraft, Shipyard I for battleship production/repairs and aircraft carrier repairs, and Shipyard II for the aircraft carriers.
  • What are different ways units can be modified, in terms of financial costs and combat performances? There are many ways units' financial and combat performances can be affected, such as military doctrines, military leaders, military experience, political leaders, military operations, and more.
How To Utilize
  1. Click on a city.
  2. Click on 'Units' on the left of your screen (located in the city's properties).
  3. Scroll down the list to find whatever unit you want to produce.
  4. Upon finding the unit, look at the requirements to produce and maintain the unit.
  5. If you meet the requirements to construct and maintain the unit, click on the button.
  6. Upon clicking the unit's button, production will begin, with the production's duration depending on the type of unit and the conditions of the city.
  7. Once produced, the unit will spawn on top of the city, or next to the city if it's a naval ship.
⚔️ War
Category/Examples Image
Category Military
Examples
  • Conquest
  • Liberation
  • Subjugation
  • Independence
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are the four types of war justifications? Conquest, Liberation, Subjugation, and in a rare case, Independence. Conquest is the most common war, since it involves conquering cities and nations.
  • What negotiation terms belong to each war justification? See here to look at requirements for each negotiation term.
  • What war justification is required to break free from a puppet overlord? Independence.
  • What percentage of cities is required to be occupied for the enemy to capitulate and be "force-peaced"? 90%.
  • Define the term "force-peace." Force-peace is an informal but popular term used by the community to describe an action where a belligerent enforces a treaty and the opposing side automatically accepts without choice, whether they are AI or a player, because they capitulated or collapsed. For an enemy to capitulate, 90% of their cities must be taken. Similarly, when an enemy collapses, it means 100% of their cities are occupied. Force-peacing becomes enabled when the enemy capitulates.
  • What are the drawbacks when engaging in a war? See here to view the adverse effects when engaging in a war. One big factor, however, is war exhaustion, while other features may be locked, like ceding and forming formables.
  • What is war exhaustion? How does it manifest? How does it negatively affect your nation? War exhaustion is a negative effect that passively appears when a nation engages in several wars simultaneously or engage in an intense and prolonged war. War exhaustion cripples the economy, military, and stability. However, there are many ways to reduce war exhaustion, gain such as Security Spending, ideologies, doctrines, or simply engaging in war against a limited amount of nations if you are not speedrunning.
  • What particular feature is initiated between the belligerents after a war, no matter the outcome? A truce.
  • In addition to the question above, how many years does it last? Two years.
  • TRUE or FALSE: You can directly sign a negotiation treaty with a faction member or a puppet (excluding the faction or puppet leader)? False, negotiation treaties only work with the faction or puppet leader.
  • TRUE or FALSE: AI-controlled nations CANNOT declare war on other nations? True.
  • Does the Demand War Reparations term work against AI-CONTROLLED or PLAYER-CONTROLLED countries? It only works against player-controlled nations.
  • Do losses truly matter? Losses in the game usually do not significantly affect the outcome unless they are extremely high, such as over ten million. In such cases, losses can begin to inflate war exhaustion if there are not sufficient modifiers to offset the war exhaustion gain. However, losses can be a morale achievement if there is a massive disparity between the two sides. For example, if one side only has 5,000 losses while the opposing side has 600,000. However, do not use losses as a means for coping or toxicity purposes, unless if there is a substantial gap between you and another player, but still don't be rude about it, because after all, it's just a game.
How To Utilize

War Justification

  1. To justify a war, click on a country's city, or alternatively, you can use the Diplomacy tab.
  2. Upon accessing the city's properties, click on the country's flag at the top left corner.
  3. Upon accessing the country's overview, click on "Justify War".
  4. Upon accessing the war justification menu, you will have three options to choose: Conquest (annex cities), Liberation (liberate oppressed releasables), Subjugation (puppet nation). Conquest is most used type of war goal by many players, because it focuses on territorial expansionism, which is one of the many factors to grow your nation.
  5. Upon clicking your war justification, mainly Conquest, a timer determined by a number of days (one day is one second) will appear below. That timer tells you when your justification is completed, and when you can declare war.
  6. Once the war justification timer is completed, you may proceed to declare war on the targeted nation.

War Declaration

  1. To declare war, click on a country's city or alternatively, you can use the Diplomacy tab.
  2. Upon accessing the city's properties, click on the country's flag at the top left corner.
  3. Upon accessing the country's overview, click on red button that says "Declare War".

War Panel

  1. To access the war panel, click on the flag on the bottom right corner.
  2. In the war panel, it will display the war name, goal, and start date, unit compositions, belligerents, and the amount of military losses incurred on each side. More details of the losses can be viewed by hovering over the losses amount.
  3. Sometimes, the belligerent's name could be green or red other than white. This indicates they are forced to accept the treaty without their discretion, with green representing 90% of the cities or more are occupied, and red if the enemy fully capitulated. You need to occupy at least 90% of the enemy's cities in order to "force-peace". To see the percentage of a country's cities that are occupied, you can hover over their country's name in the war panel.

Negotiation/Treaty Panel

  1. To access the negotiate/treaty panel, click click on "Negotiate Terms." in the bottom right corner of the war panel
  2. Upon accessing, there is a diverse array of terms that can be negotiated, but some are locked from being enforced, because it does not fall under the war justification you chose. To see how the negotiation treaty operations, visit the War page.
  3. Upon signing a treaty, an automatic 2-year truce will initiate between opposing countries, and the truce cannot be adjusted.

How To See The Justification Progress

  1. Look at the bottom right corner of the screen, where it says "Map Modes."
  2. Press the right arrow once you find it on your screen.
  3. Keep pressing it until you see "Diplomatic Actions."

In this slot, you can see the progress of the war justifications that are ongoing. Note that a maximum of two countries can be justified at once, or three or four if you have extra diplomatic slots. If you are funding rebels without extra diplomatic slots, you are limited to one, or zero if you are funding rebels in two nations simultaneously.

🗺️ Military Doctrines
Category/Examples Image
Category Military
Examples
  • Static Lines
  • Specialization
  • Grand Fleet
  • Mass Production
  • Special Training
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are military doctrines? Military doctrines are radical modifications that are designed to influence all mechanics related to the military, such as combat performances, recruitment durations, experience growth, financial statistics, etc.
  • What are the requirements to obtain military doctrines?
    • You need military power to unlock doctrines. However, all countries begin with a free doctrine choice, so meaning they doctrines on the first spectrum, essentially making it free. For example, you can choose one doctrine within Aerial, Naval, and Land without paying military power, even if you choose two within different branches.
    • After choosing your free doctrine, you need to pay for the rest, which usually costs 250 military power, but the last doctrines in naval and air branches (i.e., Thalassocracy, Service Streamlining, and Inter-Service Coordination), require 500 military power.
    • If you use the Reset mechanism, then you are required to pay a fee of 500 military power to convert to another doctrine because you consumed your one-time free choice of doctrines. The Reset mechanism does not provide a refund to military power.
  • What is the best ground military doctrine? The best ground doctrine is Static Lines. It offers great versatility, including enormous defense bonuses, war exhaustion reduction, stability growth, fortification upgrades, and more. This doctrine is not only suitable for beginners but also for professionals because it does not require much skill to use effectively. It can be utilized by any country in the game, whether small as a micronation or large as a superpower, and at any year in the game's timeline.
  • What is the best naval doctrine? The best naval doctrine is Grand Fleet. It focuses on enhancing combat performance and reducing upkeep costs for capital ships, particularly battleships and aircraft carriers, which are most important ships in the navy, but they are also expensive to produce and maintain, so having that doctrine is also practical for easing the costs. Additionally, it reduces the costs for shipyards, indirectly benefiting the economy by enabling more construction of shipyards, and shipyards boost tax collection in cities.
  • What is the best air doctrine? There is no best air doctrine, but the meta is usually picking Mass Production first. It is because Mass Production halves the minimum population count for airports (From 500,000 to 250,000) allowing mass construction of aircraft due to airport spamming and financial cost reductions. However, once you are done spamming airports, switch to Special Training for substantial air combat performance buffs, then choose either Aerial Supremacy to dominate the skies, Close Air Support to crush ground forces and capital ships, or Strategic Bombing to bomb cities, buildings, and ground forces.
  • So in conclusion, what are the best doctrines for beginners?
    • Land/Army: Static Lines;
    • Navy: Grand Fleet;
    • Aerial: Mass Production (Switch after spamming airports on all cities) > Special Training > Aerial Supremacy/Close Air Support/Strategic Bombing.
  • What doctrine branch should I go first? Land, because the army is the most important branch, especially early game, where most battles occur on the land rather than on the seas or the skies.
  • Where can I learn more details about other doctrines, like Manoeuvre Warfare, Massed Attack, Submarine Warfare, Light Flotilla, etc.? You can read the complete doctrine strategy here.
How To Utilize
  1. Click on your flag in the bottom left corner.
  2. Click on 'Military' at the top of the menu.
  3. In the Military interface, click 'Doctrines'.
  4. You will enter the doctrine panel, where you can choose a doctrine in three military branches: Land, Naval, and Aerial.
  5. If you are in the early game, choose 'Land' at the top to access the Land doctrines tab.
  6. Upon accessing the tab, where you will see four military doctrine trees. Choose 'Static Lines' on the far-left, as it is ideal for beginners.
  7. Additionally, select Greater Support and Fortification Effort to consume the rest of your remaining military power.
  8. Proceed to choose Stalwart Defense once you accumulate 250 military power.
  9. After selecting Stalwart Defense, choose a ground military leader for the cost of 300 military power.
  10. Wait until you accumulate another 250 military power to select the Military Planning doctrine, which completes the Static Lines tree.
  11. At this point, you can decide whether to switch to naval or aerial doctrines based on your current war conditions and environment.
🤵 Political Leaders
Category/Examples Image
Category Government
Examples
  • Head of Government
  • Head of Research
  • Finance Minister
  • Industry Minister
  • General of the Army
  • Chief of Staff
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are political leaders? Political leaders, or simply leaders, are individuals you can hire to work for your government. During their tenure, they will provide various modifiers based on their profession. For instance, Head of Government focuses on politics, so they increase political power gain, while the General of the Army focuses on ground warfare, so they provide benefits to the army, such as starting military experience.
  • Are there requirements to hire political leaders? Yes, they need political power in order to be hired and maintained. Political power costs are random number generated, but most leaders cost around 20 to 70, while maintenance costs less one political power, like around 0.3 - 0.8.
  • Do leaders come with drawbacks? While most leaders do not come with direct drawbacks, the real drawback lies in the percentages they offer in their base modifiers within the Recruitment panel. For instance, you might prefer to select a Head of Research who provides a +16% research output over another Head of Research offering only +12%. Similarly, you might prioritize a Chief Judge who automatically mitigates corruption by over -0.2 rather than one with -0.15. Furthermore, it is highly advisable to prioritize leaders with supporting ideologies, as they offer larger bonuses compared to those whose ideologies do not align with the country's.
  • What is the perfect loadout for leaders? There is no "one perfect" loadout for leaders, because it is based on your gameplay conditions. For aggressive expansion and warfare, opt for military leaders like General of the Army, Chief of Staff, Fortifications Expert, Admiral of the Fleet, etc. For economic focus, select leaders such as the Finance Minister, Corporate Representative, Industry Minister, Chief Geologist, etc. For additional diversity, use leaders like Head of Research, Interior Minister, Head of Government, Chief Judge, Political Reformer, etc.
    • To read the full leader guide, click here.
  • How do leaders level up? What do they gain when they level up? Leaders automatically gain passive experience upon hiring them. Some modifies can enlarge experience gain, such as Education Spending, stability over 50%, and the Favor the Political Elite policy. Upon leveling up, they either gain a new modifier and/or their base modifiers are increased.
  • Is it possible for leaders to be assassinated? No, but they can succumb to permanent corruption as they accumulate experience, with their chances of being corrupt depending on the corruption amount the nation has. Unfortunately, they cannot be "un-corrupt," so you must either dismiss or keep them. If you keep them, there is a possibility of them inflating corruption growth if their corruption percentage counterbalances the modifiers that combat corruption.
  • When does the leader recruitment panel reset? The recruitment panel resets on January 1 every year, but lag can temporarily delay the reset.
  • Is there a limit on how much leaders can be hierd simultaneously? Yes, only a maximum of seven leaders can be hired simultaneously.
How To Utilize

Hiring A New Leader

  1. Click on your flag in the bottom left corner.
  2. Click on 'Country' at the top of the menu.
  3. In the Country interface, click 'Leaders' on the right.
  4. Click 'Recruit New Leader (0/7).'
  5. Upon clicking, you will access the leader recruitment panel. In the panel, you will see different types of leaders, along with their portfolio, ideological alignment, and starting level, whether it's level 1 or 2.
  6. To see their attributes, such as their political power costs, upkeep/maintenance, and base modifiers, hover your mouse over the leader.
  7. If you have enough political power to hire the leader and you believe the leader is best for your choice, then proceed to hire it.
  8. Upon hiring your first leader, they will appear on top of the 'Recruit New Leader (1/7)' button. This can be seen by clicking 'Back' or redoing step one on this guide.

Other Tips

On the right side, three types of notifications will appear that relates to leaders:

  • When a leader levels up without gaining a new modifier, a green text will appear saying "Leader name has leveled up."
  • When a leader levels up and gains a new modifier, green text will appear saying "Leader name has leveled up and has gained a new modifier."
  • When a leader becomes corrupt, when a leader levels up, a red text will appear saying "Leader name has been discovered to be corrupt."
🚨 Policies
Category/Examples Image
Category Government
Examples
  • Public Service Act
  • Military Service Act
  • Improve Infrastructure
  • Favor the Political Elite
  • Tax Reform
  • Advance the Research Bureau
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What are policies? Policies are laws that one can enact to influence various sectors of their nation. They can be useful for the government, military, economy, and more.
  • Are there requirements to enact policies? Yes, all policies require political power for activation and maintenance. However, some policies may have additional and special requirements alongside political power, such as ideological alignment, engaging in war, reaching a certain stability level, and producing necessary resources.
  • When should I get policies? Policies should be used as soon as you join. However, the number of policies you implement in the early game should be limited, mainly around one or two, unless if you begin with your favored ideology. Reaching for ideologies and political leaders are more important than implementing policies, so once you reach your favored political leaders, you can begin using as many policies you want, if you afford it. However, if you begin with a starting ideology and decide to keep it permanently, then you may jump straight into policies.
  • What will happen to my policies if I fail to meet the criteria during maintenance? They will automatically dismiss until the criteria is met for re-activation.
  • What is the perfect loadout for policies? Click here to read optimal policy loadouts most suitable in your current gameplay conditions.
  • Is there a limit on how much policies can be enacted simultaneously? No, unlike political leaders, can use an unlimited amount of policies, as long as you can afford and maintain it.
  • For resource-required policies their quantity of needed resources depend on which source? Total population size alters the needed amount of resources to maintain those policies. Higher population has higher requirement quantities, while lower population has lower requirement quantities.
How To Utilize
  1. Click on your flag in the bottom left corner.
  2. Click on 'Country' at the top of the menu.
  3. In the Country interface, click 'Policies' on the right.
  4. You will proceed to access the policy tab, where you will see the policies' name, description, and activity status.
  5. Now scroll to find your desired policy you want to choose.
  6. Upon finding your desired policy, hover over the policy's interface to view its attributes, such as its modifiers and the requirements for activation and upkeep.
  7. To see if you can afford it, you can do two things:
    1. Check if you have the political power to buy and maintain it. To see how much political power you have, look at the green number below next to the yellowish building icon (between war exhaustion and stability). Hover over the number to see how much you are making every five seconds/days.
    2. Check to see if there is a red outline over the policy's interface. If there is, that means you cannot afford it, but if there isn't, then it means you can afford it. Ensure you have adequate political power income for maintenance; otherwise, it will drain your political power until it reaches 0, which forces all your policies to be dismissed.
  8. Upon activating, the status will change from 'Inactive' to 'Active' at the top right corner, and the policy will be successfully implemented.
⚖️ Stability
Category/Examples Image
Category Government
Examples
  • N/A
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What is stability? Stability is the backbone of your nation's welfare: it keeps your nation afloat and functioning. Without stability, your nation will plunge into chaos from negative events and widespread unrest and/or collapse from releasables declaring independence.
  • Why is it important to maintain high stability? High stability keeps your nation healthy and running. One benefit from high stability is a better, advanced economy.
  • How do I raise my stability? There are a lot of ways to raise your stability, such as through political leaders, policies, Consumer Goods, and more. Read here for the full stability guide.
  • What happens if reach low stability? Negative events will begin to appear, unrest will become widespread, and releasables will begin to declare independence if stability hits rock bottom (stability less than 30%).
  • How much stability is considered 'decent'? Stability over 50% or 55% keeps your nation afloat.
  • Why is my stability change increasing or decreasing for no reason? This is determined by 'Stability Goal', which is a modified percent added to base stability, in which the percent is influenced by many mechanics. The goal influences the trajectory of stability growth, as passive growth will either increase or decrease to reach the goal's number. For example, if your stability is at 60% and your goal is at 55%, your stability change will begin to decrease until it reaches 55%, or if your goal is at 90% and you have 75%, stability change increase until it reaches 90%.
How To Utilize
  1. Click on your flag in the bottom left corner.
  2. Click on 'Country' at the top of the menu.
  3. In the Country interface, you see will a number next to a yellowish balance icon on the bottom right corner.
  4. Hover over the number to see stability goal, change, modifiers, and the modifiers influencing the stability goal.
  5. If the number is green, it means stability change is increasing, if the number is yellow, it means stability change is dormant, and if the number is red, it means stability change is decreasing.
⚗️ Technology
Category/Examples Image
Category Structure
Examples
  • Quantum Computing
  • More Durable Equipment
  • Cybernetic Implantations
  • Theoretical Nuclear Research
  • Tax Collection 1
  • Naval Guns 1
  • Aerial Bombs 1
[RESOURCES] and [QUESTIONS]
[RESOURCES] [QUESTIONS]
  • What is technology? Technology is how you advance and improve your nation internally. Without the utilization of technology, you will fall behind your geopolitical competitors.
  • How do I earn more technology? Advancements in technology, or simply research, are possible through research points or research power. Research points, or research power, is a technological currency you passively gain every five days and is used to buy and upgrade technology. Its income can be increased by researching the research path in the bottom path of the "Research" category. Income can also be expanded through policies, political leaders, economic laws, and more.
  • What should I research for first? Usually, you research the bottom path in the "Research" category, beginning with Research Improvements. This path continues to expands research power income until you research Quantum Computing, making this path essential for allowing quicker advancements in other research trees because of more research point income. After you research this path, there are many trees you can aim for, such as Tax Collection and military technology, particularly infantry or tanks. You also don't need to aim for Quantum Computing, and instead go for other research paths, like Factory Output I and II before you switch to Quantum Computing. You can read the full guide here.
  • Is it possible to lose technology? No, once you unlock technology, it becomes permanent. It cannot be removed, "un-researched", or handed to a separate nation.
How To Utilize
  1. Click on your flag in the bottom left corner.
  2. Click on 'Technology' at the top of the menu.
  3. Upon entering the technology tab, you will see different types of technology branches.
  4. To see the technology categories to make navigation and findability easier, look at the two bottom horizontal rows that incorporate four categories each. Use this to navigate through technology.
  5. To see your research points, look at the number on the right of the small green lightbulb. To see amount of research power you're generating every five days/seconds, hover your mouse over the number.
  6. To see a technology's attributes, such as its modifiers, cost, and description, hover over the technology button. Clicking the technology button will purchase it, if you can afford it with your research power.

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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:

  1. Fortify your most important cities or if you are a small nation then all your cities
  2. Ally a neighboring nation not too far away but not on your borders
  3. Make 2 divisions 1 with 100k troops and another with 50k
  4. 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. If mountains are added to the problem above, you are screwed. The best solution is preparation.
  8. Preparation is key, and you must be able to destroy key cities, destroy key military positions, and most importantly, not suffer heavy losses.
  9. 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:

  1. 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.
  2. 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.
  3. 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.
  4. After repulsing the first wave try and make some aircraft. This will help with going on an offensive without risking much.
  5. Repeat this cycle and defend until they are completely exhausted. Make peace deals on your own terms if you so please.
  6. If wanted you can attack using the invasion steps above.
  7. 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).
  8. 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.
  9. If you now repulse this wave, try and grab the crucial areas you need listed above. Try these until you succeed or fail.
  10. 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

Guides Do's/Don'tsWhere to Invade Every ContinentBeginner's TutorialAdvanced Tutorial
General AI LuringHow To Get Powerful Military LeadersHow To Get Powerful Military ModifiersHow To Be Strong In A New ServerDeceptionFull Neutral StrategyIndustrial Opening
Economic Economic Laws TipsHow to Factory SpamIndustrial OpeningFull Neutral Strategy
Offensive Capital SnipingWhere to Invade Every ContinentHow To Kill The Server by 2022Slash and BurnSubmarine BaitingBlitzkriegPincerSplinter
Defensive Carolean TacticsForce MultiplierHow to Defend Against Large Countries
Naval Naval WarfareSubmarine Baiting
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