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Policies are crucial elements for the internal affairs of a player's nation, adding upgrades to various fields such as the military, technology, resource production, economy, national interests, and more. However, some policies may introduce additional drawbacks upon implementation.

Policies can only be activated by spending a certain amount of political power, which can range from 20 to 100. Once purchased, they require maintenance, which extracts a certain amount from a nation's political power income—ranging from 0.05 to 4.

Some policies have special prerequisites for activation, such as requiring certain resources, engaging in a war, having a certain ideology, or a specific level of stability. If the requirements are not met, an indication will resemble a red frame outlining the policy's button. If the policy is active when the criteria are no longer met, the policy will be automatically dismissed.

List of Policies[]

Four tables documenting the name, description. political power cost/upkeep, additional requirements for normal, ideological, resource-required, and modified/former policies.

Normal Policies[]

Policy Description Political Power (PP) Cost Effect(s)
The Welfare Act
"We will assist in providing the needs to those who are unable to provide for themselves."
40 Political Power to Activate
0.61 Political Power Upkeep per 5 days
Base Stability: +5
Tax Income: -5%
The Public Service Act
"Lets encourage our population to employ themselves in the various public sector departments, mostly in manufacturing in order to improve our output."
55 Political Power to Activate
0.81 Political Power Upkeep per 5 days
Factory Output: +20%
Resource output: +20%
The Military Service Act
"We will incentivize those who join in our armed forces."
40 Political Power to Activate
0.75 Political Power Upkeep per 5 days
Military Upkeep: -10%
Manpower Increase: +20%
Strengthen Central Authority
"We will hasten the speed by which we integrate our newly conquered lands by taking a more aggressive stance. This won't sit too well with them however..."
50 Political Power to Activate
0.5 Political Power Upkeep per 5 days
Cannot Maintain Policy:
The Liberation Act
Unrest Reduction: -33.3%
Integration Speed: +25%
The Prosperity Act
"As long as we are united, our nation will be better off than ever."
20 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Requires Stability Amount: 75% - 100%
Tax Income: +10%
Improve Infrastructure
"By improving our national highways, airports and ports, we seek to strength the economic position of our country."
40 Political Power to Activate
0.75 Political Power Upkeep per 5 days
Tax Income: +10%
Building Cost: -10%
Building Speed: +5%
Infrastructure Cost: -10%
Infrastructure Building Speed: +10%
Emergency War Fund
"We must raise additional funds in order to maintain and expand our military in these dire times!"
100 Political Power to Activate
4 Political Power Upkeep per 5 days
Must be at War
Tax Income: +40%
Military Upkeep: -25%
Base Stability: -10
Unrest Reduction: -15%
Martial Law
"The military will fulfill the duties of maintaining order."
100 Political Power to Activate
2 Political Power Upkeep per 5 days
Requires Stability Amount: 0% - 55%
Tax Income: -25%
Base Stability: +60
Unrest Reduction: -33%
Factory Output: -20%
Integration Speed: -15%
Resource Output: -20%
Advance the Research Bureau
"Place a higher priority on advancing our research efforts."
55 Political Power to Activate
0.81 Political Power Upkeep per 5 days
Research Output: +34%
Encourage Development
"A series of tax breaks, less regulations and other financial incentives aimed at encouraging domestic development. Increases the chance of positive economic events."
75 Political Power to Activate
0.5 Political Power Upkeep per 5 days
Tax Income: -10%
+34% chance for positive economic events

Ideological Policies[]

These policies either require or exclude a certain ideology in order to be enabled.

Requires Ideology[]

These policies require a certain ideology in order for it to be enabled.

Policy Description Political Power (PP) Cost Effect(s)
The Neutrality Act
"We will make neutrality our greatest strength."
100 Political Power to Activate
1.5 Political Power Upkeep per 5 days
Requires Ideology: Non-Aligned
Tax Income: +25%
Base Stability: +25
Justification Time: +300%
City Resistance: +100%
Tax Reform
"By making taxes easier to be filled, and harder for tax evasion to happen, we can squeeze out a bit more tax out of the country."
60 Political Power Activate
0.61 Political Power Upkeep per 5 days
Requires Ideology: Democracy
Tax Income: +25%
Forced Labour for dissidents
"Instead of locking away political prisoners, we will employ them in factories and mines. As the saying goes, "Off to the gulag!"
35 Political Power to Activate
0.61 Political Power Upkeep per 5 days
Requires Ideology: Communism
Tax Income: +15%
Factory Output: +40%
Resource Output: +50%
Base Population Growth: -2%
Expulsion Act
"The citizens in newly conquered territories will be given two choices, either be deported from your lands, or subject to our rule."
30 Political Power to Activate
0.41 Political Power Upkeep per 5 days
Cannot Maintain Policy:
The Liberation Act
Requires Ideology: Fascism
Unrest Reduction: -65%
Integration Speed: +50%

Excludes Ideology[]

These policies exclude a certain ideology from being enabled.

Policy Description Political Power (PP) Cost Effect(s)
The Liberation Act
"We seek to not merely just conquer everyone around us, but to show that we are striving to give the recently taken citizens a better life than their previous state."
40 Political Power to Activate
0.75 Political Power Upkeep per 5 days
Cannot Maintain Policy:
Strengthen Central Authority
Cannot Maintain Ideology: Fascism
Unrest Reduction: +10%

Resource-Required Policies[]

These are policies that require to upkeep a consistent amount natural and manmade resources per 5 days. The quantity of needed resources is highly dependent on the nation's total population. Therefore, the table below does not provide a specific quantity as the amount of the needed resources to maintain is prone to dynamically change.

Resource-required policies are also infamous for having an overwhelmingly and absurdly amount of resources for it to be maintained. For example, the Power Generation Act may require 200+ units of Oil, the Computer Advancement Act over 600+ units of Electronics, the Fortification Act more than 300+ units of Steel, and so on, all per 5 days. The required amount may rapidly grow or decrease depending on the nation's total population.

Resource-Required Policies Chart[]

All the policies below were added on the 10/25/2023 Update (October 25, 2023), besides the Agricultural Act, which was reworked.

Policy Description Requirements Effect(s)
Aircraft Subsidization Act
"By establishing our own domestic civilian aircraft industry, we aim to make air travel more affordable and helps our military movements."
40 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Consumes Resource per 5 days: Aircraft Parts
Factory Output: +5%
Tax Income: +5%
Ground Speed: +10%
Computer Advancement Act
"Increases the computing power of our research branch by giving them the latest in computing hardware."
36 Political Power to Activate
0.25 Political Power Upkeep per 5 days
Consumes Resource Per 5 Days: Electronics
Research Output: +25%
Fortification Act
"We need more bunkers! Using leftover steel we can greatly fortify our country."
40 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Consumes Resource per 5 Days: Steel
Fortifications Speed: +50%
Fortifications Cost: -25%
City Resistance: +50%
Isotope Research Act
"Studying rare isotopes can provide some additional research insights"
40 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Consumes Resource per 5 Days: Uranium
Research Output: +10%
Mass Construction Act
"We will make use of our large steel stockpile to subsidize the country's construction sector."
40 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Consumes Resource per 5 Days: Steel
Building Speed: +25%
Tax Income: +5%
Building Cost: -15%
Power Generation Act
"Investing in additional power plants allows us to generate more electricity, increasing productivity"
50 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Consumes Resource per 5 Days: Oil
Tax Income: +20%
Resource Output: +10%
Factory Output: +25%
Transport Act
"By investing in our domestic motorized sector, we assist in the general motorization of our economy."
40 Political Power to Activate
0.21 Political Power Upkeep per 5 days
Consumes Resource per 5 Days: Motor Parts
Ground Speed +10%
Tax Income: +5%
Resource Output: +7.01%
Factory Output: +10%
Agricultural Act
"By subsidizing our agricultural sector, we can increase the field of our crops."
35 Political Power to Activate
0.35 Political Power Upkeep per 5 days
Consumes Resource per 5 days: Fertilizer
Tax Income: +7.5%
Manpower Increase: +15%

Corruption Policies[]

Five policies can inflate the rate of corruption, and all of which require 5 political power to implement and 0.06 political power per 5 days to maintain.

These policies were also added as part of the Corruption Update, which was released on November 18, 2023.

Corruption Policies Chart[]

Policy Description Effect(s)
Favor the Political Elite
"We will help our friends in higher places and they will help us in return."
Grant Illegal Prospecting Licenses
"We acknowledge that not everyone gets their resources through official channels. We will allow them to operate provided they give us a cut of their finds."
  • Corruption Gain: +0.35
  • Resource Output: +40%
Ignore Safety Regulations
"Many factory and construction leaders propose that slackening safety standards will allow a mutual increase in output. The workers can simply find another career if its too ""dangerous""."
Sinaloa Protocol
"Rather than expanding large amounts of resources in fruitless effort, we can form a mutual and under-the-table agreement with certain organizations."
Underground Labs
"We will provide the means and the anonymity for certain researchers to conduct their research using methods may claim to be "unethical"."
  • Corruption Gain: +0.65
  • Research Output: +40%

Espionage Policies[]

While the Espionage Update has not been released in the game, there are a couple of upcoming and reworked policies related to the field of Espionage. The complete list can be found here.

Modified/Former Policies[]

To date, there are only three policies that have been modified, which are the Agricultural Act and Forced Labor for Dissidents, all of which were reworked in the October 25, 2023 Update. There is also only one policy that has been removed, which is the 'Anti Corruption Act' - this policy was removed in the November 18, 2023 Update as the Anti Corruption Spending replaced it.

Modified/Removed Policies Chart[]

The policies below do not provide real-time data as it is only used for historical and informational purposes. View the other tab to explore the updated policies.

Policy Description Requirements Effect(s)
Agricultural Act
"By subsidizing our agricultural sector, we can increase the field of our crops."
35 Political Power to Activate
0.35 Political Power Upkeep per 5 days
Tax Income: +8%
Manpower Increase: -5%
Forced Labour for dissidents
"Instead of locking away political prisoners, we will employ them in factories and mines. As the saying goes, "Off to the gulag!"
35 Political Power to Activate
0.61 Political Power Upkeep per 5 days
Tax Income: +15%
Factory Output: +40%
Resource Output: +50%
Improve Infrastructure
"By improving our national highways, airports and ports, we seek to strength the economic position of our country."
40 Political Power to Activate
0.75 Political Power Upkeep per 5 days
Tax Income: +10%
Building Cost: -10%
Building Speed: +5%

Removed[]

Policy Description Requirements Effect(s)
Anti Corruption Act
"By diverting additional resources for the fight against corruption, we stand a better chance at cleaning up the government.
60 Political Power to Activate
0.7 Political Power Upkeep per 5 days
Tax Income: -20%
Reduces National Modifier: Rampant Corruption
Enforce Party Loyalty
"We will make the current ruling system popular within the country by any means possible."
75 Political Power to Activate
1.25 Political Power Upkeep per 5 days
Ideology Power: +10%
Unrest Reduction: -5%
Press Censorship
"The media is too alarmist and gets many critical details either wrong or heavily distorted. With a little pressure we can convince them to paint our regime in a better light."
25 Political Power to Activate
0.35 Political Power Upkeep per 5 days
Cannot Maintain Ideology: Democracy
Unrest Reduction: +10%
Integration Speed: -5%
Base Stability: +10
Tax Income: -5%

Policy Strategies[]

Prioritized Policies (Early-Game)[]

Only a limited amount of policies should be chosen before you get a Tier III ideology (i.e., Communism, Democracy, and Fascism). However, if somehow manage to still generate a decent gain of political power, you may maintain those policies.

Small-Moderate Countries Without Starting Ideologies[]

  • Ignore Safety Regulations
    • Known for its factory output increase and building cost reduction, making it useful for early game to obtain Consumer Goods and expand production output. While this policy is extremely cheap to enact and upkeep in terms of political power, it comes with passive corruption growth.
    • Do not use this if you are a major power, such as Russia, Mexico, Brazil, United States, China, etc., because of the corruption issue. However, you could use a Chief Judge leader to offset corruption gain, but you may still need Anti-Corruption Spending, which tends to be expensive. Use Factory Output I and II if you are relying on Consumer Goods trades instead.
    • Should eventually be dismissed if it becomes increasingly difficult to contain the corruption growth without going into economic struggles, as you exponentially accumulate mass population during expansion.
    • Do not use this policy if you begin with Socialism.
  • Improve Infrastructure
    • Known for its reduction in building and infrastructure costs, along with its boost to tax income and building speed.
    • Due to its modest bonuses, spending 40 political power to unlock this policy is generally not worth it, but it is useful if you do not have any decent political leaders. However, if a decent political leader appears, choose that over this policy.
  • Advance the Research Bureau
    • The policy's research bonus modifier can rush the acquisition of Quantum Computing, though you should not use this policy all the time during early game.
    • During early game, it is mainly suitable for small countries that have a low population but generate a decent economy where they can afford economic laws, such as Government Spending, for political power boosts. More political power allows them to use this and the two other policies listed above, combined with political leaders.
    • Also useful for starting democracies where they can afford additional economic laws because of their decent economy.
    • If you do not have those conditions above, focus on ideologies, political leaders, and other important policies instead.
    • Useful for countries that do not have many policies, such as Ignore Safety Regulations and Improve Infrastructure, because their economy is not focused on trading.
  • Favor the Political Elite
    • Useful for its massive boosts to political power gain and political leader experience. While this policy is extremely cheap to enact and upkeep, it comes with passive and massive corruption growth.
    • During early game, it is mainly suitable for small countries that have a low population but generate a decent economy where they can afford additional economic laws, such as Anti-Corruption Spending, without going into debt. More anti-corruption reduction modifiers allow them to use this and the three policies above combined with political leaders.
  • Underground Labs, Computer Advancement Act, and Isotope Research Act
    • Useful for smaller countries with their small population size. The required quantity to upkeep a resource policy depends on the nation's population.

Countries With Starting Tier III Ideologies[]

If you begin with Democracy or Communism, look at the 'Prioritized Policies (Post-Ideologies)' section.

Prioritized Policies (Post-Ideologies)[]

Policies can be focused on after you a Tier III ideology (i.e., Communism, Democracy, and Fascism). However, just ensure to have the political power requirements before implementing the policies.

Normal Policies[]

  • Public Service Act
  • Advance the Research Bureau
  • Military Service Act
  • Welfare Act
  • Encourage Development
  • Prosperity Act
  • Liberation Act or Strengthen Central Authority
    • Fascism cannot use the Liberation Act
  • Tax Reform
    • Democracy-exclusive
  • Forced Labour for dissidents
    • Communism-exclusive

Corruption Policies[]

  • Favor the Political Elite
    • Best corruption policy; must have this policy when possible.
  • Sinaloa Protocol
  • Ignore Safety Regulations
    • Best for Communism and early-game for moderate-sized countries.
  • Grant Illegal Prospecting Licenses
    • Best for Communism or resource-rich nations.
  • Underground Labs
    • Best for rushing technologies since it is the best research policy in terms of research power output.
    • Since it is the most corrupt policy, you may need to dismiss other corrupt policies.)

Emergency Policies[]

  • Martial Law
  • Emergency War Fund
    • Require immediate support during critical emergencies of war.

Resource-Required Policies[]

Most of the time, Communism with massive factory and resource output modifiers can maintain some of the substantial resource quantities needed to upkeep such policies. However, it is still possible to upkeep these policies even without Communism, mostly when you are a small nation with a small population. Here is a list of the policies, from the best to modest modifiers, from top to bottom:

  1. Power Generation Act
    • Only usable for countries that manufacture massive units of Oil.
    • Decent with Democracy and Communism, mainly Democracy.
  2. Transport Act
    • Only usable for countries that manufacture massive units of Motor Parts.
    • Decent with Democracy and Communism.
  3. Fortification Act
    • Very useful for strengthening city resistance.
    • Feasible during a prolonged and intense war, especially when playing as defense.
  4. Computer Advancement Act
    • Only usable for countries that manufacture massive units of Electronics.
    • Best for yielding research points.
  5. Mass Construction Act
    • Only usable for countries that manufacture massive units of Steel.
    • Best for mass development.
  6. Agricultural Act
    • Only usable for countries that manufacture massive units of Fertilizer.
  7. Aircraft Subsidization Act
    • Only usable for countries that manufacture massive units of Aircraft Parts.
  8. Isotope Research Act
    • Only usable for countries that manufacture massive units of Uranium.
    • Best for yielding research points.

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