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Infantry, also referred to as troops or soldiers, is one of the many groundunits 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.
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
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.
(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."
(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 250military 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."
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.
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!"
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[]
↑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.