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Infantry, also referred to as troops or soldiers, is one of the many ground units in the army. Infantry, along with tanks, serves as a primary frontline unit during war, geared towards capturing cities and engaging in direct combat.

Infantry is effective at fighting other infantry and capturing cities but is vulnerable to tanks, aircraft, naval, and artillery bombardment. They are the easiest units to recruit in the game, requiring no resources, and can be trained in multiple cities simultaneously without restrictions, making them financially cheap.

Tanks are the main counter to infantry, especially during the early game, as they easily decimate infantry with poor combat performance, such as inadequate attack, defense, and experience. However, as the game progresses, infantry can undergo numerous upgrades to effectively fight and withstand tanks. Some of these upgrades include doctrines, anti-tank technologies, entrenchment, military leaders, and more.

Home Guard[]

Visit main article: Home Guard
The home guard is a nation's starting infantry division. At the beginning of the game, all countries begin with at least one or more regiments, each consisting of 20,000 units or more, depending on the nation's territorial size and national power. For example, Mexico starts of 360,000 troops (90,000 infantry per 4 divisions). These troops will be either in the capital city, most populous, or the largest cities in general.

How to Build Infantry[]

How_to_create_Infantry_on_Rise_of_Nations_Roblox

How to create Infantry on Rise of Nations Roblox

Building infantry is simple: select a city (hold Control, CTRL, click, then drag your mouse over an area to select multiple cities simultaneously), go to 'Units', and press 'Infantry'.

If too many infantry units are created at the same time, they will be scattered across cities in the selected area. However, if you recruit infantry in 51 or more cities simultaneously, the units will not be overly scattered. Instead, they will be concentrated in one or more dispersed stacks placed in the most populated selected cities. This method applies to all units when attempting to produce a division.

Unit Modifiers[]

Doctrines[]

Infantry Doctrines Chart
Static Lines
(1) Static Lines
"Trenches and static positions will truly never go away contrary to what some military theorists believe."
Military Power Cost Entrenchment Defense Modifier
500 1.25x
Defense Defense Against Tanks
0x 1.5x
(2) Greater Support
"We must throw as much shells as we can at anything that can threaten us, both land air threats."
Military Power Cost Defense
250 1.1x
(3) Fortification Effort
"We will support a vast network of defensive structures, lines, bunkers aimed at repelling the enemy."
Military Power Cost Defense
250 1.25x
(4) Stalwart Defense
"They will not break us!"
Defense Entrenchment Defense Against Tanks
2.475x 1.25x 1.875x
Total Modifiers
Military Power Cost Defense Defense Against Tanks
250 1.5x 1.25x
Massed Attack
(1) Massed Attack
"We have plenty of men available to join our armed forces! Recruit, Arm, Fight!"
Military Power Cost Recruitment Time Starting Experience
250 1.25x 0.75x
(2) People's Army
"In order to fill the gaps in our army, we will be slightly less selective on who we press into it. All they need to know is how to aim and shoot in order to be a threat on the battlefield."
Military Power Cost Upkeep ($) Manpower Cost
250 0.35x 0.5x
Starting Experience Training Speed
0.75x 0.4x
(3) Arms from the Fallen
"After every battle, we will secure all the weapons that our fallen have used and use them to rearm incoming reinforcements."
Military Power Cost Reinforcement Cost Reinforcement Speed
250 0.25x 2x
(4) Downfall Initiative
"Through pressing every person available no matter their age or occupation into the army, we will make the enemy pay dearly."
Military Power Cost Recruitment Time Entrenchment Speed Manpower Cost
250 0.75x 1.25x 0.7x
Total Modifiers
Training Speed Manpower Cost Upkeep ($)
0.4x 0.35x 0.75x
Reinforcement Cost Reinforcement Speed Recruitment Time
0.25x 2x 0.525x
Starting Experience Entrenchment Speed
0.2625x 1.25x
Specialization
(1) Specialization
"We only have so much people willing to fight for us. Lets make the most out of them."
Military Power Cost Attack Defense Upkeep ($)
500 1.375x 1.25x 1.25x
(2) Adaptability
"Our forces are expected to fight in any climate and landscape."
Military Power Cost Advanced/Specialized Training Speed Starting Experience
250 2x 1.5x
Defense Recruitment Time Cost ($) Reinforcement Speed
1.2x 1.5x 1.3x 0.5x
(3) Arid, Mountain, Winter, and Jungle Specialization

  • Arid Specialization: "Our military will be geared towards fighting along the hot and dry lands." (Arid)
  • Winter Specialization: "Our military will be geared towards fighting along the freezing cold lands." (Mild Winter, Severe Winter, and Arctic)
  • Jungle Specialization: "Our military will be geared towards fighting under the dense jungle covers." (Jungle)
  • Mountain Specialization: "Our military will be geared towards fighting along the rough and tough hilly and mountainous terrain." (Hilly, Semi-Mountainous, and Mountainous)

All doctrines are exclusive among each other, but they all cost 250 military power to implement, along with boosting attack within their respective terrain or biome.
Arid Attack Winter Attack Jungle Attack Mountain Attack
2x 2x 2x 2x
(4) Advanced Training
"Being in the army is more than just picking up a gun and learning how to shoot. Tactics, Coordination, Discipline are all core factors that must be instilled in every new recruit."
Military Power Cost Starting Experience Training Speed
250 1.725x 1.25x
Upkeep ($) Recruitment Time Reinforcement Speed
1.15x 2x 0.8x
Total Modifiers
Attack Defense Starting Experience
1.375x 1.5x 2.5875x
Advanced/Specialized Training Speed Recruitment Time
2x 3x
Arid Attack Winter Attack Jungle Attack Mountain Attack
2x 2x 2x 2x
Cost ($) Upkeep ($) Reinforcement Speed
1.725x 1.15x 0.4x
Manoeuvre Warfare
(1) Manoeuvre Warfare
""Strike First, Strike Fast, Strike Hard." We will try to exploit gaps in their defenses to seize the opportunity."
Military Power Cost Attack Speed Defense
500 1.25x 1.25x 0.9x

Technology[]

Skins[]

Any skin that exists in the game but not in the template below means the unit is not present within the skin package. If the unit is not present in the skin package, the default skin of the unit is used as a substitute. Infantry counterparts for each skin are not shown below.

Infantry Skin Packs
Modern (2019)
Nation United States Rebel (Several)
Creator CaptianSmollett CaptianSmollett
Requirement Free (Default) Form African Union as Chad
Image
DefaultNewInfantry
RebelInfantry
Cold War
Nation Serbia Sweden
Creator CaptianSmollett CaptianSmollett
Requirement Form Yugoslavia as Serbia Form European Union as Sweden
Image
Yugoslav Cold War Infantry
Sweden Cold War Infantry
World War II
Nation Russia Japan
Creator uviser23 uviser23
Requirement Form Russian Empire Form Empire of Japan
Image
Russia WWII Infantry
Japan WWII Infantry
Pre-20th Century
Nation Confederate States of America France Saudi Arabia
Era American Civil War Napoleonic era Arabian Golden Age
Creator CaptianSmollett uviser23 CaptianSmollett
Requirement Form Golden Circle as Confederate States of America Form Napoleonic Empire as France Form Islamic Caliphate as Saudi Arabia
Image
Confederate Infantry
NapoleonInfantry
Golden Age Infantry
Nation Italy N/A N/A
Era Classical antiquity N/A N/A
Creator uviser23 N/A N/A
Requirement Form Roman Empire as Italy N/A N/A
Image
Roman Empire Infantry
N/A N/A

Operations[]

Infantry Operations Chart
Elastic Defense
Operation Description
"Rather than static lines, we need to be more flexible in order to respond to enemy breakthroughs"
Military Power Costs Modifiers
Default 800
  • Defense: +65%
  • Attack: -35%
  • Movement Speed: +20%
  • Entrenchment Speed: +35%
Doctrine Reduction Cost
Greater Support
Static Lines
400 0.5x
(-50%)
Durations (Days/Seconds)
Operation 180
Cooldown 365
Guerilla Warfare
Operation Description
"We will do what we can to whittle down their superior forces while avoiding direct confrontations!"
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Attack: -80%
  • Defense: +165%
  • Movement Speed: +10%
  • Entrenchment Speed: +35%
Operation Duration 180
Global Cooldown 180
Maginot Theory
Operation Description
"We are under a threat of invasion. We must boost our defensive lines if we are to hold what is ours!"
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Attack: -15%
  • Defense: +25%
  • Movement Speed: -15%
  • Entrenchment: +50%
Operation Duration 180
Global Cooldown 365
Lightning Offensive & Blitzkrieg
Operation Description
"We will pour all our resources into conducting a swift and decisive advance into our enemy territory. The best defense is a good offense!"
Military Power Cost/Durations (Days) Lightning Offensive Modifiers
Military Power Cost 1250
  • Attack: +30%
  • Defense: -30%
  • Movement Speed: +30%
  • Entrenchment Defense Modifier: -50%
Blitzkrieg Modifiers
Lightning Offensive Duration
(Coincides with Blitzkrieg)
180
  • Attack: +20%
  • Movement Speed: +20%
Blitzkrieg Duration
(Coincides with Lightning Offensive)
30
Global Cooldown 365
Island Hopping Campaign
Operation Description
"We need to master the arts of naval transport and naval invasion!"
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Transport Boat Attack: +65%
  • Transport Boat Embarkment Speed: +40%
  • Transport Boat Movement Speed: +25%
  • Upkeep ($): +30%
Operation Duration 180
Global Cooldown 365

Pros and Cons[]

Pros[]

  • While tanks are known for crippling infantry, it stands little to no chance against the anti-tank technology combined with Cybernetic Implantations (the last technology in the infantry research arm) and other combat modifiers, such as doctrines, political leaders, military leaders, and more. These modifiers, such as anti-tank, are mainly common in the middle to late game, so once they are acquired, tanks are rendered weak or even useless.
  • In addition to its combat capabilities over tanks, infantry has the edge in efficiency over tanks, particularly in money and logistics. The reasons are provided below:
    • 5x less recruitment cost;
    • 8x less upkeep;
    • Less recruitment duration;
    • Requires no population requirement for cities for recruitment (i.e., tanks need one million population for recruitment, while infantry needs none); and
    • Requires for no resources for construction and maintenance, besides manpower.
  • While Hilly and Mountainous terrain can significantly reduce infantry's mobility, its movement speed is faster than ground-vehicular motorization on the landscape, such as tanks, artillery, and anti aircraft, with an addition of resisting large forces.
  • Contrary to popular belief, infantry actually yields less war exhaustion per division lost compared to tanks, with infantry receiving 0.01 and tanks receiving 0.02. While infantry suffers higher losses per division compared to tanks (10,000 infantry losses to 200 tanks losses), they contribute less to war exhaustion.
  • The entire infantry technology category is cheaper in research points compared to tank technology. The infantry category costs 7,350 research points, while the tank category costs 8,550. This is because infantry attack and defense are consolidated into one branch, whereas tank attack and defense are separated into two branches.
    • Not only is infantry technology cheaper in research points, but its provided modifiers are also stronger than tank technology. Infantry technology increases attack by +205.1%, defense by +90%, and mobility by +55%, with anti-tank technology totaling +275%.[1] On the other hand, tank technology increases attack by +155.01%, defense by +100%, and mobility by +55%, making infantry technology more powerful compared to tank technology.
  • Mass spamming infantry with the support of a high manpower pool can significantly overwhelm and crush most enemy forces. Spamming can be executed via conscription laws (especially Limited), doctrines, political leaders, ideologies, recruitment centers, developed cities, and more. Some modifiers can also boost recruitment time for infantry, but also reduces their starting military experience in exchange, harming their ability to attack and defend effectively.

Cons[]

  • Unviable during the early-game because tanks wield more firepower, durability, and mobility compared to the infantry, and they are more efficient in capturing cities. However, this fact does not apply to fighting on harsh terrain and biomes, such as Mountainous and Jungle, because such geographic conditions yield massive entrenchment defense bonuses, allowing infantry to rapidly destroy incoming tanks or enemy infantry, regardless if they have better combat modifiers.

Notes[]

  1. However, this number might be inaccurate due to a game mechanic using the "math.ceil" function, which rounds numbers up to the nearest integer. For example, math.ceil(4.2) returns 5, and math.ceil(7) returns 7. A calculator for this function can be found here.
Units
Army Primary InfantryTanksHome Guard
Support ArtilleryAnti Aircraft
Navy Escort DestroyerFrigateTransport Boat
Capital BattleshipAircraft Carrier
Underwater Submarine
Air Force FighterAttackerBomberTransport Aircraft
Nuclear Nuke
April Fools Nuke (April Fools)Space Units
Mechanics
Strategic DoctrinesOperationsAttritionEntrenchmentFlankingAuto Capture
Leadership Military LeadersTraitsPolitical Leaders
Logistics ManpowerExperienceMilitary PowerConscription LawsReadinessMilitary SpendingRecruitment CentersReinforcements
Other TechnologyWar ExhaustionWarWar JustificationSkins
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