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The military, also commonly known as the armed forces, consists of three branches: the army, navy, and the air force. It empowers nations to secure homeland defense, safeguard foreign allies, or conduct invasions during engagement of war. To ensure homeland security, a diverse array of military units exists, each designed for specific purposes. Effectively managing and strategizing the military is of utmost importance. Yet, it is crucial to maintain an adequate economy and manpower flow in order to reserve, recruit, or replenish forces, as heavily investing in the military without prioritizing other national interests that contribute to the structure of the country could lead to significant repercussions.

The military consists of many assets that can be used as equipment during conflict, where each unit respectively requires a set amount of materials, manpower, manufacture costs, recruitment time, budgetary and resource upkeep, base performance, underlying weaknesses, and more. Other mechanics that are integral to the structures of a military include doctrines, operations, technology, experience, military leaders/political leaders, and more.

Types of Units[]

Army Units[]

The army, also known as ground units, are the only branch of the military that is capable of partaking in land warfare, mainly to battle enemy armies, capture and/or defend cities, particularly with infantry and tanks, in order to decisively capitulate the adversary. However, their mobilization through the landscape can be affected by the geographic conditions, whether from rolling lowlands to unique terrain and biomes, although, research mobility upgrades, and recruiting military leaders that boost the movement of a unit.

Since ground units are situated in the surface, they are vulnerable to other enemy branches such as ships and aircraft, however, specific support units, such as artillery and anti aircraft, can deal great defence against these units.

Attributes[]

List of Army Attributes
Unit Money/Manpower/Resource (Production) Money/Resource (Upkeep) Units Per Division
Infantry $1,000,000
10,000 MP
No Resources
$20,000
No Resources
10,000
Tanks $5,000,000
10,000 MP
1 Motor Parts
0.25 Steel
$160,000
1 Oil
200
Artillery $12,500,000
2,000 MP
No Resources
$125,000
No Resources
50
Anti Aircraft $15,000,000
2.500 MP
No Resources
$64,000
No Resources
10

Description[]

List of Army Descriptions
Unit Description
Infantry Infantry, commonly known as troops or soldiers, is one of the two frontline units during war and active combat, effectively fighting against other infantry, capturing cities, and known to be the fastest unit in rugged geography. The infantry is also known to be of the financially cheapest and easiest recruitable unit in the game, as they can be recruited via multiple cities without any restrictions. However, they are vulnerable to wide range of units, such as tanks (without the proper technology or training) and infantry is known to inflate national war exhaustion if losses are uncontrollably inflicted. Other threats that can bombard and hinder infantries include naval, aircraft, and artillery.
Tanks Tanks are highly armored and motorized vehicles that hold a significant amount of firepower during combat. Tanks are one of the two frontline units during war, along with the infantry, as they hold a distinguished reputation for capturing cities at a rapid pace and can effectively participate in ground warfare, as they are forefront threat to most surface units. However, despite their high capacity, tanks cost a substantial amount of money and resources, particularly Oil, to produce and upkeep, which can result in negative effects to the economy. Tanks are also prone to weakness against an extensive network of aspects, such as anti-tank infantry, artillery, naval, and aircraft; they are also notorious for slowly motorizing through rough geography.
Artillery Artillery is used to heavily strike and bombard surface units at a distant range; they are sufficiently feasible at attacking with more than one stacked divisions, however, the unit can be researched to effectively expand its range with enhanced firepower. Moreover, artillery can also target and sink particular ships, such as destroyers, frigates, and the aircraft carriers. Artillery does not hold the same functionality to those of infantry and tanks, as they are not designed to attack in close-quarters combat without active protection due to its minimal durability.
Anti Aircraft Anti Aircraft (AA) is solely designed to neutralize enemy aircraft. They are not suitable to engage in close-quarters combat, in comparison to the artillery, instead, they are intended to be used as defense, as they should be stationed in potential locations that will be targeted by enemy bombers, such as densely populated cities, high developed cities, capital cities, strategic factories, or other form of infrastructure. Additionally, the anti aircraft also holds another unique ability to mitigate the bombardment damage of enemy aircraft carrier towards ground units that are within the range of the anti-aircraft.

Gallery[]

Army Unit Gallery
Based on the Default Skin
Infantry Tanks Artillery Anti Aircraft

Naval Units[]

The navy is one of the three primary branches in the military, tasked with overseeing and executing various maritime services, operations, and duties. Each naval warship serves a specific purpose and is assigned to various roles, including engaging in naval warfare, deterring maritime threats from gaining a foothold on the defender's mainland, providing active protection for escorting fleets overseas, acting as a dynamic airbase for allied aircraft to refuel, neutralizing enemy aircraft, and conducting bombardments against enemy ground units.

Within the naval realm, this category is further divided into three official subgroups, each specializing in specific watercraft and capabilities:

Naval units can only be constructed in exclusive cities that already possess a port, which are generally located along a natural coastline. Additionally, all warships require a certain amount of Oil to maintain efficiency, whereas other watercraft may necessitate different man-made materials, such as Steel and Aircraft Parts.

Attributes[]

List of Naval Attributes
Unit Money/Manpower/Resource (Production) Money/Resource (Upkeep) Units Per Division
Submarine $30,000,000
5,000 MP
$340,000
3 Oil
1
Frigate $4,000,000
2,500 MP
No Resources
$54,000
0.15 Oil
1
Destroyer $20,000,000
7,500 MP
No Resources
$250,000
2 Oil
1
Battleship $75,000,000
12,500 MP
10 Steel
Shipyard I
$1,615,000
8 Oil
Shipyard I - Repairs
1
Aircraft Carrier $250,000,000
25,000 MP
25 Steel
10 Aircraft Parts
Shipyard II
$4,200,000
30 Oil
Shipyard I - Repairs
1

Description[]

List of Air Force Descriptions
Unit Description
Transport Boat The Transport Boat is not classified under any official naval class or unit; however, it serves as an auxiliary vessel designed to carry and transport ground units through water. The boats spawn once the ground division becomes seaborne and automatically disappear once the ground units embark on land. Despite their utility, these boats come with several downsides, including triple the upkeep costs for the ground unit(s) on water, reduced attack and defense performances for the ground divisions, and high vulnerability to enemy warships, particularly submarines.
Submarine The Submarine is an underwater naval unit which appears invisible to countries who are not allied with the operator of the vessel. The submarine is a proficient convoy for many utilizations, from effectively sinking transports to targeting capital ships, such as the battleship and aircraft carrier. However, regardless of its stealthy characteristics, the submarine is highly vulnerable to escort ships, such as the destroyer and frigate, and to a lesser extent, the Sonar Station.
Frigate The Frigate is a highly cheap naval vessel categorized under Escort Fleet, tasked with minor naval operations, such as scouting and targeting nearby submarines and bombarding ground units within its attack range, though the strike damage against its intended target is considerably low, without any form of unit modifications, such as technology, military experience, military leaders, etc. The Frigate is also widely known for its efficiency in mass training naval leaders, as training large quantity of frigates generates low military financial and resource costs.
Destroyer The Destroyer is a naval unit categorized under the Escort Fleet. The vessel is one of the main ships that are used in a variety of naval fleets, as it is well known for its maritime flexibilities. It is capable of effectively sinking submarines and transports, bombarding ground units with moderate damage, escorting and protecting naval armadas overseas, to damaging nearby aircraft. However, the ship is also threatened by many vulnerabilities, as it is primarily dominated and sunk by battleships, aircraft carriers, and artillery.
Battleship The Battleship is a surface naval unit categorized under Capital Fleet. The battleship is famously recognized as one of the strongest ships in a fleet, as it incorporates an extensive amount of naval usages and professions: it is the most feasible ship used to completely annihilate escort vessels (frigates and destroyers), it incorporates the highest number of strike and bombardment damage against ground units out of all warships in the game, the unit is one of the many ships used for escorting military convoys from abroad, and can be served as anti aircraft. Beyond the mass qualities that allows the ship to project naval superiority, it suffers from many disadvantages and threats. Battleships are highly prone to be sunk by enemy submarines, as submarines are capable of swiftly destroying battleships, and the financial costs and resources to manufacture and maintain a battleship, especially in large quantities and divisions, is considerably expensive.
Aircraft Carrier The Aircraft Carrier (AC) is a surface naval unit categorized under Capital Fleet. The aircraft carrier is one of the most powerful and versatile ships in the naval realm, used as the flagship in a naval armada. The aircraft carrier holds an extensive amount of combat and support properties, such as heavily striking ground units within its tremendous bombardment range (the Aircraft Carrier's bombardment range is the largest out of all warships), bombarding enemy naval and air fleets from afar, and refueling allied aircrafts that are low on endurance. Beyond the scope of its immense naval advantages, the aircraft carrier is usually dominated by submarines, as submarines are one of the most efficient unit for sinking unescorted aircraft carriers. Aircraft carriers also underperform when engaging in close-corner combat with enemy warships, such as battleships and destroyers, as carriers are most effective when bombarding from long range. Anti aircraft also have the exclusive ability to slightly mitigate a carrier's shelling damage towards the units that are within the anti aircraft's range.

Gallery[]

Naval Unit Gallery
Based on the Default Skin
Transport Boat Frigate Destroyer
Submarine Battleship Aircraft Carrier

Air Force Units[]

The air force, also referred to as air units or aircraft, are aerial forces that perform operations and campaigns that involves aviation. Aircraft are highly versatile to launch various missions as each aircraft holds a specific duty: attackers deliver bombardment strikes on enemy ground units; fighters neutralize enemy planes to achieve air superiority, they can also assault ground units at a minimal extent; bombers can scorch and bomb cities, factories, buildings, and ground units; and transport aircraft airlifts and deploys ground units to the surface for strategic offensives.

Likewise to naval units, planes require specific structural conditions and avionics in order to be recruited: Aircraft Parts, Oil, and airports. Airports are crucial and strategic airbases for air units, as aircrafts that are low on endurance automatically stops performing their tasks and flies to the nearest airport in order to temporarily refuel. Airports also provide the opportunity to construct airplanes, as aircraft units cannot be built on cities that does not contain an airport. Additionally, the aircraft carrier also serves as a dynamic naval airbase, but disallows the recruitment of planes on the vessel.

The only weakness that all aircraft units have in common is the anti-aircraft and naval warships, as maritime convoys can overpower aerial forces that are in-range. Nevertheless, fighters are the only plane that have the capability of destroying enemy airborne units with ease.

Attributes[]

List of Air Force Attributes
Unit Money/Manpower/Resource (Production) Money/Resource (Upkeep) Units Per Division
Attacker $8,500,000
1,500 MP
1 Aircraft Parts
$54,000
0.5 Oil
1
Fighter $4,000,000
1,000 MP
1 Aircraft Parts
$160,000
1 Oil
1
Bomber $22,500,000
2,500 MP
1 Aircraft Parts
$90,000
1 Oil
1
Transport Aircraft $30,000,000
5,000 MP
20 Aircraft Parts
$80,000
3 Oil
1

Description[]

List of Air Force Descriptions
Unit Description
Attacker The Attacker is mainly used to provide ground and naval support by effectively damaging and bombarding enemy ground divisions and naval ships via the air. The attacker is known to possess a feasible amount of endurance, can fly moderate speed, and holds a standard durability.
Fighter The Fighter is a multirole aircraft primarily used to achieve and secure air superiority by crushing and subduing enemy airplanes with ease. Furthermore, they can also assault enemy ground units, though they do not hold the same proficiency at surface bombardment compared to other attack planes, such as attackers and bombers. The fighter is also renowned to be one of the most fastest planes in the aviation arsenal, as it can mobilize at a swift speed. However, it maintains a light endurance capacity, limiting the aircraft from traveling far distances without having to continuously recharge in nearby airports.
Bomber The Bomber is operated to engage in bombing missions, as the unit is capable of scorching factories, buildings, and cities. Additionally, it is also effective at unleashing substantial damage to enemy ground units via the air. The bomber holds one of the strongest positions in the aerial stockpile, as it holds a sizable amount of fuel, providing the plane sufficient power to fly far distances. However, the aircraft is known to have several shortcomings, such as its low mobility, long recruitment duration, and is considerably expensive to manufacture.
Transport Aircraft The Transport Aircraft are fast-moving planes formulated to travel far distances in order to orchestrate air-to-surface campaigns, through airlifting ground units and launching the division to the surface. The transport aircraft does not hold many usages to mark the unit significant in air battles, since it is only used to strategically outmaneuver an enemy through aviation. Aside from it's performance, the transport aircraft has many flaws in its system: the unit is infamous for being fragile in terms of durability, it is renowned as the most expensive plane to construct in the aircraft arsenal, and the length of the duration to construct a single unit takes significant amount of time.

Gallery[]

Air Unit Gallery
Based on the Default Skin
Fighter Attacker Bomber Transport Aircraft

Nuke[]

Overview[]

The nuke is the most powerful and destructive unit, capable of wiping out any military units within its detonation radius. Additionally, the explosion immediately purges approximately 50% of the population of the city that suffered the most damage and completely cripples the generation of tax, resource, and manpower income within the city, along with resetting the development tier back to Tier I.

Fortifications are the only building capable of alleviating the aftermath of a nuclear explosion, as they can limit the damage inflicted towards manpower, resource, and tax income, while reducing the population loss to 25%. On the other hand, bombers, attackers, and fighters are capable of destroying an enemy nuclear bomb, and the silo, before it gets launched. However, once the bomb is airborne, there is no way of intercepting it.

Requirements[]

The nuke is typically only seen in the very late stages (2032 - 2035+) of the game, or sometimes in the middle stages (2027+) if a powerful country, like the United States, attains the weapon. However, it is theoretically impossible to secure nukes in the early stages (2019 - 2022), or they may not be spotted at all if no country invests in nuclear acquisition throughout the match. This is largely due to the fact that nukes are extremely hard, demanding, and complex to produce. One must obtain nuclear technology, which, despite being very short, is very costly, requiring a total of 7,000 research points to complete.

After completing the tree (or specifically unlocking 'Uranium Enrichment'), uranium enrichers can be built to manufacture Enriched Uranium, a crucial resource for building nukes. However, uranium enrichers cost $500,000,000 and have an upkeep of 20 units of Uranium per 5 days, making it very expensive to run one without a deficit or shortage of uranium.

The last technology, 'Nuclear Weapon Design', allows the construction of silos for $600,000,000 and 500 units of Steel. The silo is the building where nukes can be built, serving as the maintenance station and launchpad. Additionally, building one nuke requires $1,250,000,000 and 500 manpower, with an upkeep of $4,000,000 per 5 days.

Nuclear Weapons Gallery
Picture based on the Default Skin
Nuke Detonation Sequence Explosion

April Fools Units[]

Nukes[]

Visit main article: Nukes (April Fools)
Nukes were initially introduced as ground units in the game on April Fools 2019 but were removed the next day. During its existence, these units would launch towards the targeted city, creating an explosion on impact that did not damage or affect anything.

Nukes were later readded and reworked in the Nuclear Update (August 27, 2021), and they actually inflict critical destruction against the enemy. More information about the legitimate nuke that is currently used to date can be found in the 'Nuclear' tab or its respective page.

Space Units[]

Visit main article: Space Units
Space units were air units that were temporarily added to the game on April Fools 2020 and removed the next day. These were similar to the standard and current aircraft but were extremely weak, very expensive, and delivered no damage. However, they had substantial endurance capacity and bombardment range.

Gallery[]

April Fools Gallery
Picture based on the Default Skin
Nuke Space units

Components[]

Strategic Modifiers[]

This tab lists all strategic components that are crucial for the performance of the military.

Strategic Components
Type Description
Doctrines Doctrines are vertical columns that house various tactics situated within three categories: Ground, Naval, and Aerial. They are designed to primarily upgrade all features related to the military, such as unit performances, military experience, military operation costs, advanced training, national manpower growth, reinforcement costs, and more. However, some doctrines also introduce downsides upon acquisition, such as increased upkeep costs, reduced manpower growth, and more.
Operations Operations are immediate optimizations aimed at temporarily upgrading specific units that align with the operations' military category, such as the army, navy, and air, to achieve a decisive and deliberate goal. However, while operations may be used to achieve a common goal, some also provide minor to significant downgrades or no downgrades at all. Only one operation can occur at a time and lasts for 180 days, while activating a 365-day global cooldown. However, this operation time and cooldown apply to the vast majority, preventing other operations from being enabled.

Leadership[]

Leadership, encompassing military leaders and political leaders, comprises crucial individuals responsible for managing various sectors of the military. They play a role in providing additional attack/defense bonuses, increasing military experience, enhancing the yield of military power/manpower, and more.

Military leaders are compartmentalized into three sections: generals for the ground, admirals for the navy, and marshals for the air.

Leadership Components
Type Description
Military Leaders Military leaders can be recruited by spending 300 military power. Once recruited, they can gain ranks and experience through Military Spending, combat engagements against enemy forces for the division(s) they are in charge of, or by training the division they are managing. However, all of these activities come with risks such as financial and war burdens. Upon leveling up, military leaders are promoted to the next rank and gain unique traits that the player can voluntarily select. Unfortunately, military leaders are also susceptible to randomly dying during war.
Traits Traits are special attributes that specifically apply to military leaders. These traits can be acquired once a military leader is promoted to the subsequent rank. They add additional bonuses to the military leader, such as increasing attack, defense, experience, and reducing financial upkeep for the division(s) the military leader is managing. Traits align with the category the military leader is in. For instances, the 'Panzer Commander' is given to a ground leader, strengthening attack and movement for tanks managed by the leader with the trait, the 'Bombardier' trait is given to an air force leader, enhancing the attack infliction for bombers managed by the leader with the trait, etc.
Political Leaders Political leaders are individuals that work for both the military and the government, simultaneously. They provide limited amount of bonuses for the category they are working in, and the bonuses can be obtained through a systematic flow of level promotions. The modifiers include Doctrine Cost Reduction, Recruitment Time Reduction, Defense Increase, and Attack Increase. Subsequently, the effectiveness of the modifiers can be upgraded as the political leaders passively level up. However, political leaders are unfortunately capable of randomly succumbing to corruption, which could potentially lead to the rise of corruption rates, causing significant internal harm within the nation, if the political leader is not dismissed and remains in-service.

Geography[]

Geography, encompassing the elements of terrain and biomes, is one of the most fundamental aspects associated with military logistics and warfare.

Geographic Components
Type Description
Terrain/Biomes Terrain and biomes play a crucial role in determining several factors for ground units, including the gain in entrenchment (increases attack and defense over the division), movement speed, and attrition infliction. Mild terrain/biomes, such as Arid, Hilly, and more, can enhance entrenchment, reduce mobility, and cause minor attrition to varying extents. On the other hand, harsher and more extreme terrain/biomes, such as Mountainous, Arctic, Jungle, and more, significantly boost entrenchment, decrease movement speed, and cause high attrition.
Geographic Specialization The most common way to specialize a division to fight in a specific type of terrain or biome is to hover over the division, right click 'Start Training', then there are four options that can be picked: Arid Specialization, Jungle Specialization, Winter Specialization, and Mountain Specialization. Other factors that can bolster units in geographic landscapes include the 'Specialization' doctrine path, military leaders with geography-based traits, technology, entrenchment, and more.
Entrenchment Entrenchment is a tactic involving ground units maintaining a static position to increase attack and defense bonuses. The time a division remains static determines the accumulation speed in the 'Entrenchment' bar. Geography plays a crucial role in this tactic, as various types of terrain/biomes can strengthen the attributes of entrenchment, including attack and defense properties. However, once the unit moves, entrenchment will break, and all additional attack and defense bonuses will be revoked until the Entrenchment bar is recharged.
Attrition Attrition is an adverse effect that spontaneously manifests by causing losses to a military division. Attrition can occur when a division is traversing isolated areas of various terrains/biomes, such as Arid, Mountainous, Arctic, and more, or if the division enters deep into foreign territory and the country that owns the division is not allied with the country that holds the territory where the division is located.

Military Unit Chart[]

Note: ALL INFORMATION LISTED HERE MAY BE INACCURATE OR OUTDATED. THE TABLE DOES NOT FACTOR IN DOCTRINES, EXPERIENCE OR TECHNOLOGY, WHATEVER IS LISTED IS THE MOST LIKELY OUTCOME

Defending ->

Attacking ⮧

Infantry Tank Artillery Anti Aircraft Attacker Bomber Fighter Transport Aircraft Frigate Destroyer Battleship Aircraft Carrier Submarine Nuke City
Infantry Equal Loss Loss Win Loss Loss Slow loss Stalemate Loss Loss Loss Loss Loss Loss Win
Tank Win Equal Loss Win Loss Slow Loss* Slow loss Stalemate Loss Loss Loss Loss Loss Loss Win
Artillery Win Win Equal Win Loss Loss Slow loss Stalemate Win Win Win Win Loss Loss Win
Anti Aircraft Loss Loss Loss Stalemate Win Win Win Win Loss Loss Loss Loss Loss Loss Win*
Attackers Win Win Win Loss Stalemate Unproven Loss Slow Loss* Loss Loss Loss Loss Stalemate Stalemate Stalemate
Bombers Win Slow Win Slow Win Loss Unproven Stalemate Loss Stalemate Loss Loss Loss Loss Stalemate First Win
Fighters Slow Win Slow Win Slow Win Loss Win Win Equal Win Loss Loss Loss Loss Stalemate Stalemate Stalemate
Transport Aircraft Stalemate Stalemate Stalemate Loss Stalemate Stalemate Loss Stalemate Loss Loss Loss Stalemate Stalemate Stalemate Stalemate
Frigates Win Win Loss Win Win Win Win Win Equal Loss Loss Loss Win Loss Stalemate
Destroyers Win Win Loss Win Win Win Win Win Win Equal Loss Loss Win Loss Stalemate
Battleship Win Win Loss Win Win Win Win Win Win Win Equal Loss Loss Loss Stalemate
Aircraft Carrier Win Win Loss Win Win Win Win Win Win Win Win Equal Loss Loss Stalemate
Submarine Win Win Win Win Stalemate Stalemate Stalemate Stalemate Loss Loss Win Win Equal Loss Stalemate
Nuke Win Win Win Win Stalemate First Stalemate Stalemate Win Win Win Win Win First Win
City Loss Loss Loss Loss* Stalemate Loss Stalemate Stalemate Stalemate Stalemate Stalemate Stalemate Stalemate Loss Stalemate
Chart Key
Name Meaning
Win
  • Attackers should win a majority of the time.
Equal
  • Both sides have an equal chance of winning, often times dying at the same time.
Loss
  • Attackers lose against the defenders practically every time.
Stalemate
  • Both attackers and defenders cannot attack each other
  • Examples include Transport Aircraft versus Artillery where one cannot attack and the other cannot target the other.
Slow Win
  • The attackers win, but slow, and should be considered not the best option for killing units quickly.
  • Examples include Fighters versus Infantry, Fighters can attack ground units, but is so slow you might instead use it against their air units instead.
Slow Loss
  • The defenders win against the attackers but should not be considered the best option for killing the defenders quickly.
  • Examples include Infantry versus Fighters, Fighters can attack infantry, but is so slow it's more of an annoyance than a real threat.
First
  • This is exclusive to the Nuke, it means that whoever strikes first wins. This is because nukes can attack other nukes.
Unproven
  • This rating means that not enough research has been done on the chart and it needs to be found out through testing.
_*
  • If any of the ratings have an asterisk after it, it means the original editor doesn't know if the rating is correct and may be inaccurate and needs proper testing.

Military needs[]

Military upkeep will likely be your largest expenditure and will likely be what hinders you the most. Don't make your military too big, or you will lose money and suffer from a deficit, which can be fatal for a nation. Also, don't make too many units too fast, or you will have no manpower and if you get invaded, you won't be able to make new units.

Your military will also suffer from attrition if they go to far from a friendly city (yours or your allies). Scorched cities DO NOT apply. But note that only GROUND UNITS suffer from attrition. You will know if your troops are suffering attrition if they have a red line by their unit count. You will also notice their numbers go down. To fix this, just get your units to a friendly city and they will slowly regenerate their lost numbers. your units also regenerate if they were damaged by enemies and they returned to a friendly city.

Air units require airports so they can recharge their endurance. Planes' endurance goes down when they are away. When their endurance reaches 0, they will automatically go to the nearest friendly airport, so remember to keep some airports, although this shouldn't be a problem, as all capitals have airports.

Skins[]

Currentskins12-22-2020

All current skins as of the Biomes and Events update.

Visit main article: Skins
Skins are cosmetics which allow player to customize their units' look. They can be unlocked by paying 250 R$ each one or completing a given task (except of the American skin).

  • Default, isn't unlockable as everyone owns it, contains Default Skins for every unit.
  • WWII German skin is unlockable after player forms the German Empire or buys a gamepass which costs 250 R$.
  • WWII American skin is not unlockable and the only way to have it a gamepass which costs 250 R$.
  • Cold War era Soviet skin is unlockable after player forms the Soviet Union as Russia or buys a gamepass which costs 250 R$.
  • Roman Empire skin is unlocked by forming Roman Empire as Italy or can be bought for 250 robux.
  • Arabian Golden skin age is unlocked by forming Islamic Caliphate as Saudi Arabia or can be bought for 250 robux.
  • Napoleonic France skin is unlocked by forming Napoleonic Empire as France or can be bought for 250 robux.
  • Confederate states of America skin is unlocked by forming Confederate States of America or can be bought for 250 robux.
  • WWII Japan skin is unlockable by forming Japanese Empire or can be bought for 250 robux.


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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