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This article is about Laws. You may be looking for Laws/Considered Laws, Economic Laws or Policies.

Laws are a set of regulations, doctrines, and theories that influence a nation's government, economy, military, and society.

Each law varies in purpose, political power cost, and requirements, but many fall under the same broader category. For instance, social and economic laws cover aspects such as media control, industrial specialization, and religious emphasis, while governmental and theoretical laws include party loyalty, collective theory, and more. Depending on the type of law and the level chosen within its spectrum, modifiers can range from moderate to extreme.

Laws were first introduced as a concept in the Minor Update on July 16, 2023, when the Country interface was rearranged to improve usability and allow room for future law additions. At the time, their functionality was limited, with conscription laws being the only available type. In early 2025, laws saw a major expansion with the March 6, 2025 Update, which introduced eight new laws. The system continues to evolve, with more laws under consideration for future release.

Laws should not be confused with economic laws or policies. While they share similar names and provide modifiers, economic laws and policies are distinct mechanics from laws and should not be used interchangeably.

Overview[]

Located in the Country interface, there are a total of 14 different types of laws arranged vertically, with their levels aligned horizontally in a spectrum. The left and right sides of the spectrum represent different political approaches, though the fundamental premise remains the same (e.g., in Industrial Specialization, the left side focuses on extraction, while the right emphasizes manufacturing). Progressing along the spectrum increases the extremity of the law, introducing both additional advantages and disadvantages.

All laws universally require political power to change levels within their respective spectrums, though the exact cost varies between them. Certain levels also come with additional requirements—for example, State Religion is incompatible with Communism, while Extensive and Required Conscription laws can only be enacted during wartime. Additionally, laws must be adjusted sequentially, meaning players cannot skip intermediary levels (e.g., in Press Regulations, it is not possible to jump directly from Mixed to Free Press).

If a preceding or succeeding law is available for selection, it will be highlighted with a yellow border. If a law cannot be unlocked due to unmet requirements, it will be outlined in red.

Military Laws (2)[]

Conscription[]

  • Defines the percentage of the national population eligible for military recruitment and available as manpower.
  • Low conscription level—Disarmed—strengthens the economy by slightly increasing tax income. However, it harms the military by reducing the manpower capacity (recruitable population) and gain.
  • High conscription levels—Limited, Extensive, and Required—significantly strengthen the military by increasing the manpower capacity and gain. However, they also impose major drawbacks on both the economy and military, reducing tax income, building construction speed, and starting military experience while increasing recruitment time.
    • The Limited conscription level can be enacted at any time, regardless of a nation's circumstances. However, the more extreme levels—Extensive and Required conscription—can only be activated during war. These two levels are best reserved for emergencies, as maintaining them without a critical need for substantial manpower will cause the severe tax income reduction and slower building speed to outweigh the benefits.

War Bonds[]

  • Significantly increases funds during critical times of war by raising tax income and lowering military upkeep. This law is the cheapest in political power cost but also highly destructive and only able to enacted during war.
  • Moderate and Maximum: These laws strengthen the military's budget by increasing tax income and lowering military upkeep but weaken the economy and society by decreasing base stability, unrest reduction, and increasing war exhaustion. While both levels boost funds to increase the military budget, they come with negative side effects. Maximum is more extreme than Moderate.

Government Laws (1)[]

Party Loyalty[]

  • Sets the level of political leader loyalty to the nation's ideology.
  • Lower loyalty levels—Low and Minimum—benefits the leaders' freedom and the economy by increasing the experience gain for current leaders, offering cheaper candidate selection rerolls, and boosting political power and tax income. However, they weaken the relationship between the national ideology and candidates by increasing chances them not aligning with the ideology and reducing ideology power.
  • High loyalty laws—High and Maximum—strengthens the relationship between the political candidates and the national ideology by increasing the chances of them supporting the ideology, reducing ideology opposition, and increasing ideology power. However, they harm leaders and the economy by reducing leader experience gain, political power gain, and tax income.

Social Laws (4)[]

Press Regulation[]

  • Governs individual freedom of the press and the level of government involvement in the media.
  • Lower press restrictions—Laxed and Free Press—strengthen the economy and society by increasing tax income reducing corruption gain, and increasing integration speed However, they also weaken it by slowing unrest reduction.
  • Higher press restrictions—State Focus and Propaganda Only—strengthen the state by increasing stability gain and significantly reducing war exhaustion. However, they weaken the economy and society, such as reduced tax income and slower integration speed.

Firearm Regulation[]

  • Oversees firearm prevalence within the population.
  • Lower gun restrictions—Reduced and No Restrictions—strengthen the economy and civilian defense by increasing tax income and city resistance. However, they weaken society by reducing stability and unrest reduction.
  • Higher gun restrictions—Expanded and Illegal—strengthen society by increasing stability, rebel suppression, and unrest reduction. However, they weaken civilian defense by decreasing city resistance.

Religious Emphasis[]

  • Interprets the separation of religion from the state and the people.
  • Absolute prohibition of religion—State Atheism—strengthen the state and economy by slightly increasing ideology power, integration speed, research output, and tax income. However, it slows unrest reduction.
  • Integration of an official religion into the state—State Religion—benefit society by increasing population growth, base stability, manpower gain, unrest reduction, and war exhaustion reduction. However, it weakens the government and economy by reducing ideology power, integration speed, research output, and tax income.

Population Growth[]

  • Focuses on expanding population size through birth.
  • Encouraged and Mandatory: These laws strengthen population growth but weaken the economy by reducing tax income, factory output, resource output, and the increase in manpower. While both levels boost population size and come with negative side effects, Mandatory is more extreme than Encouraged.

Economic Laws (3)[]

Industrial Specialization[]

  • Prioritizes either resource extraction or manufacturing.
  • Extraction boosts resource output but reduces factory output and tax income.
  • Manufacturing boosts factory output but reduces resource output and tax income.

Resource Subsidization[]

  • Increases income gained when selling resources through the Internal Market.
  • Limited, Moderate, and Generous: These laws boost income from the Internal Market but harm other economic sectors by significantly reducing tax, resource, and factory output. The advantages and disadvantages increase with each level, with Generous being the most extreme.

Working Hours[]

  • Establishes labor time.
  • Lower working hours—Reduced and Minimum—strengthen society by boosting population growth, base stability, and unrest reduction, However, they weaken the economy by reducing factory output, resource output, and tax income.
  • Higher working hours—Extended and Unlimited—strengthen the economy by increasing building speed, factory output, resource output, and tax income. However, they weaken society by decreasing population growth, base stability, and unrest reduction.

Ideology Laws (4)[]

Ideology-specific laws, also known informally as "sub-ideologies," are not visible in the Laws interface unless a nation meets the required ideology. For example, a Communist nation will only see Collective Theory, while a Nationalist or Fascist nation will only see Monarch and State Doctrine, but not Democracy Style or Collective Theory.

To view the specific requirements for each law, hover over its name within the Laws interface. When a nation meets the required ideology for a law, or if the ideology is no longer met, a brief delay will occur, and then an alert will appear to indicate that the law has become available or unavailable, respectively.

To see another country's ideology-specific laws, go to the Diplomacy interface and select the country. Then, hover over the ideology text, and the law(s) will appear in a tooltip. Demonstration in the slideshow on the top right corner.

Monarch[]

  • Partially available—Constitutional is accessible to all ideologies except Communism, while Absolute cannot be selected by Liberalism, Democracy, Socialism, or Communism. A double-edged sword—offers benefits to the government, society, and economy but also imposes drawbacks on the government and society.
  • Constitutional and Absolute: These laws strengthen the government, society, and economy by increasing base stability, manpower gain, tax income, and political power gain. However, they also weaken the government and society by slowing unrest reduction and reducing ideology power. While both levels share all positive and partially negative effects (Absolute only slows unrest reduction), Absolute is more extreme than Constitutional.

Collective Theory[]

  • Available only for Socialism and Communism; focuses on strengthening the government, industry, society, and reducing war justification time.
  • Lower levels—Maoist and Marxist—enhance industrial output—Maoist boosts resource output, while Marxist boosts factory output.
    • Marxist is the default law, meaning Socialist and Communist nations receive a boost to factory output given by this law by default, in addition to the factory output boost that the two ideologies naturally give.
  • Higher levels—Leninist, Stalinist, and Trotskyism— do not focus on the industry; they focus on affecting the government, with Leninist boosting political power gain, Stalinist increasing base stability, unrest reduction, and increasing corruption gain, and Trotskyism reducing war exhaustion gain, war justification time, and tax income.

Democracy Style[]

  • Available only for Liberalism and Democracy; focuses on strengthening the economy and governance.
  • Parliamentary, Semi-Presidential, and Presidential:
    • Parliamentary increases tax income.
    • Semi-Presidential expands investment availability (this is also the default law, meaning Liberal and Democratic nations naturally have increased investment availability).
    • Presidential boosts political power gain.

State Doctrine[]

  • Available only for Nationalism and Fascism; focuses on strengthening industrial output, the military, and society.
  • Corporatist, Generic, and Falangism:
    • Corporatist increases factory output.
    • Generic boosts manpower gain (this is also the default law, meaning Nationalist and Fascist nations naturally have higher manpower gain, alongside their existing ideological modifiers).
    • Falangism improves the economy and society by boosting building speed, integration speed, and unrest reduction, but at the cost of extended justification time.

Costs[]

Law Political Power Costs Extra Requirements
Level Requirement
Conscription 200 Extensive Must be at war
Required
War Bonds 25 Moderate
Maximum

Law Political Power Costs Extra Requirements
Level Requirement
Party Loyalty 75 None

Law Political Power Costs Extra Requirements
Level Requirement
Industrial Specialization 150 None
Resource Subsidization 50
Working Hours 90

Law Political Power Costs Extra Requirements
Level Requirement
Press Regulation 75 None
Free Press Cannot Have Communism or Fascism
Laxed Cannot Have Fascism
Propaganda Only Cannot Have Democracy
Religious Emphasis State Religion Cannot Have Communism
Firearm Regulation 90 None
Population Growth 150

Law Political Power Costs Extra Requirements
Level Requirement
Monarch 125 Cannot Have Communism
Absolute Cannot Have Liberalism, Democracy, Socialism, and Communism
Collective Theory 75 Must Have Socialism or Communism
Democracy Style Must Have Liberalism or Democracy
State Doctrine Must Have Nationalism or Fascism
Falangism Cannot Have State Atheism

Modifiers[]

Conscription[]

Includes Disarmed, Volunteer, Limited, Extensive, and Required.

A simple version of its complex counterpart. These modifiers are shown in the game. To see a more complex, detailed version of this chart, showing many more information, click the 'Complex' tab.

Conscription Laws (Simple Chart)
Modifier Levels and Values
Disarmed Volunteer Limited Extensive Required
Recruitable Population 1% 2% 5% 10% 25%
Military Recruitment Time 0% +25% +50% +75%
Military Starting Experience +10% -30% -50%
Tax Income +5% 0% -25% -65%
Building Speed 0% -50%
Volunteer is the default law, naturally giving a 2% recruitable population.

WARNING: This chart is highly detailed and may be uncomfortable for some viewers, containing more modifiers and information (some of which are not shown in-game due to its overall complexity) compared to its simpler counterpart. It is highly recommended to read the section below for better understanding before viewing the chart. For a simplified version, click the 'Simple' tab.

  • In the manpower modifier table, each law is divided into three sections:
    • The abbreviations shown in the top, middle, and bottom rows are labeled as Downgrade To X, Move To X > X, and Upgrade To X. These indicate how manpower is raised or reduced when shifting between levels.
      • For example, Downgrade To Dis. from 'Volunteer' reduces manpower capacity by -48.11%, while Upgrade To Vol. from 'Disarmed' increases manpower capacity by +100%.
      • The middle slot reflects the change between adjacent levels. For instance, Move Vol. > Lim. means upgrading from 'Volunteer' to 'Limited' increases manpower by +150%.
    • 'Disarmed' and 'Required' only have two entries—top and bottom—since they are the first and last levels, respectively.
  • Manpower Capacity refers to the total available manpower a nation possesses, while Manpower Gain indicates the amount of manpower generated every 5 days.
Conscription (Complex Chart)
Disarmed Recruitable Population Modifier Levels Manpower Capacity Manpower Gain
1% Move Vol. > Dis. -48.11% -50%
Upgrade To Vol. +100% +92.97%
Recruitment Time Starting Experience Tax Income Building Speed
0% 0% +5% 0%
Volunteer Recruitable Population Modifier Levels Manpower Capacity Manpower Gain
2% Downgrade To Dis. -48.11% -50%
Move Dis. > Vol. +100% +92.97%
Upgrade To Lim. +150% +148.5%
Recruitment Time Starting Experience Tax Income Building Speed
0% 0% 0% 0%
Limited Recruitable Population Modifier Levels Manpower Capacity Manpower Gain
5% Downgrade To Vol. -60% -59.70%
Move Vol. > Lim. +150% +148.5%
Upgrade To Ext. +100% +99.6%
Recruitment Time Starting Experience Tax Income Building Speed
+25% -10% -10% -10%
Extensive
Recruitable Population Modifier Levels Manpower Capacity Manpower Gain
10% Downgrade To Lim. -50% -49.78%
Move Lim. > Ext. +100% +99.6%
Upgrade To Req. +150% +149.639%
Recruitment Time Starting Experience Tax Income Building Speed
+50% -30% -25% -25%
Required
Recruitable Population Modifier Levels Manpower Capacity Manpower Gain
25% Downgrade To Ext. -60% -59.94%
Move Ext. > Req. +150% +149.639%
Recruitment Time Starting Experience Tax Income Building Speed
+75% -50% -65% -50%

War Bonds[]

Includes Inactive, Moderate, and Maximum.

War Bonds
Modifier Levels and Values
Inactive Moderate Maximum
Military Upkeep Default; no modifiers. 0.75x 0.5x
Tax Income 1.5x 2.25x
Base Stability -8% -15%
Integration Speed 0.8x 0.65x
War Exhaustion Gain +0.05 +0.15

Party Loyalty[]

Includes Minimum, Low, Standard, High, and Maximum.

Party Loyalty
Modifier Levels and Values
Minimum Low Standard High Maximum
Base Political Leader XP Gain +10 +5 Default; no modifiers. -3 -8
Political Leader Ruling Alignment Chance[1] -33% -15% +75% +150%
Political Leader Opposition Alignment Chance[2] 0% -25% -50%
Political Candidate Reshuffle Cost -50 -25 0%
Ideology Power -15% -5% +10% +25%
Political Power Gain +25% +15% -10% -20%
Corruption Gain 0% -0.05 -0.1
Tax Income 1.1x 0% 0% 0.9x

Industrial Specialization[]

Includes Extraction, Balanced, and Manufacturing.

Industrial Specialization
Modifier Levels and Values
Extraction Balanced Manufacturing
Resource Output 1.25x Default; no modifiers. 0.75x
Factory Output 0.75x 1.25x
Tax Income 0.8x 0.8x

Resource Subsidization[]

Includes None, Limited, Moderate and Generous.

Resource Subsidization
Modifier Levels and Values
None Limited Moderate Generous
Internal Market Income Default; no modifiers. 2x 3.5x 5x
Tax Income 0.9x 0.8x 0.6x
Factory Output 0.8x 0.7x 0.5x
Resource Output 0.9x

Working Hours[]

Includes Minimum, Reduced, Standard, Extended, and Unlimited.

Working Hours
Modifier Levels and Values
Minimum Reduced Standard Extended Unlimited
Base Population Growth +1% 0% Default; no modifiers. -0.5% -1.5%
Base Stability +10% +5% -5% -15%
Unrest Reduction +50% +30% -25% -60%
Factory Output 0.75x 0.9x 1.1x 1.3x
Resource Output 0.8x 1.25x
Tax Income 0.75x 0.85x
Building Speed 0% 1.25x 1.5x

Press Regulation[]

Includes Free Press, Laxed, Mixed, Status Focus, and Propaganda Only.

Press Regulation
Modifier Levels and Values
Free Press Laxed Mixed Status Focus Propaganda Only
Corruption Gain -0.1 -0.05 Default; no modifiers. 0%
Unrest Reduction -25% -10% +15% +25%
Integration Speed 1.25x 1.1x 0.9x 0.85x
Tax Income 0.95x 0.9x
Political Power Gain 0% 1.1x 1.25x
War Exhaustion Gain 0% -0.03

Firearm Regulation[]

Includes No Restrictions, Reduced, Standard, Expanded, and Illegal.

Firearm Regulation
Modifier Levels and Values
No Restrictions Reduced Standard Expanded Illegal
City Resistance +50% +25% Default; no modifiers. -33% -60%
Tax Income 1.25x 1.1x 0%
Base Stability -5% -2.5% +5% +15%
Unrest Reduction -40% -20% +15% +40%
Rebel Suppression 0% +0.5x +1x

Religious Emphasis[]

Includes State Atheism, Secularism, and State Religion.

Religious Emphasis
Modifier Levels and Values
State Atheism Secularism State Religion
Ideology Power +5% Default; no modifiers. -5%
Integration Speed 1.05x 0.95x
Tax Income
Research Output
Unrest Reduction -10% +10%
Manpower Increase 0x 1.1x
Base Stability +5%
War Exhaustion Gain -0.005
Base Population Growth +1.25%

Population Growth[]

Includes Balanced, Encouraged, and Mandatory.

Population Growth
Modifier Levels and Values
Balanced Encouraged Mandatory
Population Growth Default; no modifiers. +1% +2%
Factory Output 0.85x 0.7x
Resource Output
Tax Income
Manpower Increase
Research Output 0x 0.85x

Monarch[]

Includes None / Ceremonial, Constitutional, and Absolute.

Monarch
Modifier Levels and Values
None / Ceremonial Constitutional Absolute
Base Stability Default; no modifiers. +5% +10%
Manpower Increase 1.1x 1.2x
Political Power Gain 1.5x
Tax Income 1.25x 1.35x
Military Upkeep 0x 0.8x
Unrest Reduction 0.8x 0.7x
Ideology Power 0.75x 0.5x

Collective Theory[]

Includes Maoist, Marxist, Leninist, Stalinist, and Trotskyism.

Collective Theory
Modifier Levels and Values
Maoism Marxism Leninism Stalinism Trotskyism
Resource Output +25% 0%
Factory Output 0% +15% 0%
Political Power Gain 0% +15% 0%
Base Stability 0% +5% 0%
Unrest Reduction +10%
Manpower Increase
Corruption Gain +0.02
Integration Speed +15%
Justification Time 0% -15%
War Exhaustion Gain -0.02
Tax Income -7.5%
Marxism is the default law, naturally giving a Factory Output boost.

Democracy Style[]

Includes Parliamentary, Semi-Presidential, and Presidential.

Democracy Style
Modifier Levels and Values
Parliamentary Semi-Presidential Presidential
Base Political Leader XP Gain +10% 0%
Investment Availability 0% +25% 0%
Political Power Gain 0% +20%
Semi-Presidential is the default law, naturally giving increased Investment Availability.

State Doctrine[]

Includes Corporatist, Generic, and Falangism.

State Doctrine
Modifier Levels and Values
Corporatism Generic Falangism
Factory Output +25% 0%
Manpower Increase 0% +20% 0%
Building Speed 0% +15%
Unrest Reduction
Integration Speed +10%
Justification Time +10%
Generic is the default law, naturally giving increased Manpower Gain.

Guide[]

See Guide.

Trivia[]

  • Party Loyalty laws were originally referred to as "Government Priority Laws." The concept was suggested in the official Discord on April 16, 2024.[3][4] It was considered by Hyperant, the game's sole developer, before being reworked and implemented a year later in 2025.
  • Only four nations start with a unique conscription law instead of the default Volunteer law: Japan with Disarmed, and Switzerland, Russia, and Israel with Limited. These are also the only countries that begin with a non-default law, which makes conscription law the only type of law where some countries start with a unique level.
  • Two policies and one event were removed and transformed into laws. For policies, Party Loyalty replaced Enforce Party Loyalty, and Press Regulation replaced Press Censorship. For events, only the War Bonds replaced the War Bonds event.
  • The Disarmed conscription law can be obtained for free by acquiring the Disarmament national modifier, which is forcibly imposed through the Disarm Military term in a peace treaty.

Gallery[]

References[]

  1. Affects the chances of a political candidate aligning with the supporting ideology.
  2. Affects the chances of a political candidate aligning with a conflicting ideology.
  3. https://discord.com/channels/570684122519830540/570686105985482764/1229820477510516797
  4. https://discord.com/channels/570684122519830540/570686133390934046/1229583739353436210
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