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Technology Rework is an overhaul to the old technology system, conceptualized and developed by Hyperant.

The feedback process began with the establishment of a dedicated forum on April 9, 2025,[1] followed by the release of initial concept mockups in the official Discord on April 13, 2025.[2] These mockups were intended to collect community feedback and suggestions on the proposed changes. On May 10, 2025, the rework became available for public testing via the official testing server, known as things.[3]

Since the technology rework is still under consideration, their features remain subject to change prior to official implementation.

Overview[]

The upcoming technology rework aims to fundamentally overhaul the existing technology system through multiple major changes:

  • Unique Names and Descriptions – Each technology now has a distinct name and description.
  • Research Takes Time – Technologies are no longer instant; they take weeks or months to complete. However, Research Efficiency can reduce research time.
  • Research Power System – Techs consume research power over time. Insufficient power will pause under-supported projects.
  • Scaling Modifiers – Effects scale with each tech level. Partial progress may unlock new techs; some require full completion.
  • Trade-offs – Technologies will no longer offer only positive effects. Instead, each may come with trade-offs—for example, a technology that increases attack power may also raise unit upkeep costs.

Modifiers[]

Infantry Technology[]

Infantry Technology
(1) Infantry Improvements

Basic Statistics
Description Modifier Growth per Level
Every modern army needs infantry in order to function. Versatile and lightweight, these troops can strike at places with armored divisions can't reach.
  • Infantry Attack: +2%
  • Ground Attack: +1%
  • Infantry Research Efficiency: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • None
+50 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Ground Attack: 0%
  • Infantry Research Efficiency: 0%
1 45 7.5
  • 45
  • 7.5
  • Infantry Attack: +2%
  • Ground Attack: +1%
  • Infantry Research Efficiency: +5%
2 95
  • 140
  • 15
  • Infantry Attack: +4%
  • Ground Attack: +2%
  • Infantry Research Efficiency: +10%
3 145
  • 285
  • 22.5
  • Infantry Attack: +6%
  • Ground Attack: +3%
  • Infantry Research Efficiency: +15%
4 195
  • 480
  • 30
  • Infantry Attack: +8%
  • Ground Attack: +4%
  • Infantry Research Efficiency: +20%
5 245
  • 725
  • 37.5
  • Infantry Attack: +10%
  • Ground Attack: +5%
  • Infantry Research Efficiency: +25%
(2) Adaption

Basic Statistics
Description Modifier Growth per Level
By training our infantry in efficient resource usage and reinforcing their physiological endurance, we can ensure they are able to sustain themselves while out of supply reach.
  • Infantry Attrition Losses: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+10 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attrition Losses: 0%
1 150 15
  • 150
  • 15
  • Infantry Attrition Losses: -10%
2 160 16
  • 310
  • 31
  • Infantry Attrition Losses: -20%
3 170 17
  • 480
  • 48
  • Infantry Attrition Losses: -30%
4 180 18
  • 660
  • 66
  • Infantry Attrition Losses: -40%
5 190 19
  • 850
  • 85
  • Infantry Attrition Losses: -50%
(2) First Aid

Basic Statistics
Description Modifier Growth per Level
Not everyone who gets shot dies immediately. We must focus our efforts on treating the wounded so they can rejoin our ranks.
  • Infantry Reinforcement
    Manpower Cost: -10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+10 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Reinforcement Manpower Cost: 0%
1 180 15
  • 180
  • 15
  • Infantry Reinforcement Manpower Cost: -10%
2 190 16
  • 370
  • 31
  • Infantry Reinforcement Manpower Cost: -20%
3 200 17
  • 570
  • 48
  • Infantry Reinforcement Manpower Cost: -30%
4 210 18
  • 780
  • 66
  • Infantry Reinforcement Manpower Cost: -40%
5 220 19
  • 1,000
  • 85
  • Infantry Reinforcement Manpower Cost: -50%
(2) Mechanized Infantry

Basic Statistics
Description Modifier Growth per Level
By fully implementing various mobility advancing units such as infantry transports, infantry divisions are made more mobile on this battlefield.
  • Infantry Speed: +10%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+20 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Speed: 0%
1 150 15
  • 150
  • 15
  • Infantry Speed: +10%
2 170 16
  • 320
  • 31
  • Infantry Speed: +20%
3 190 17
  • 510
  • 48
  • Infantry Speed: +30%
4 210 18
  • 720
  • 66
  • Infantry Speed: +40%
5 230 19
  • 950
  • 85
  • Infantry Speed: +50%
(2) Small Arms

Basic Statistics
Description Modifier Growth per Level
Increasing clip sizes, making weapons more reliable or just simply increasing the firing rate are just a few ways we can improve the small arms that our infantry carry.
  • Infantry Attack: +10%
  • Infantry Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+25 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Infantry Upkeep: 0%
1 120 15
  • 120
  • 15
  • Infantry Attack: +10%
  • Infantry Upkeep: +2.5%
2 145 16
  • 265
  • 31
  • Infantry Attack: +20%
  • Infantry Upkeep: +5%
3 170 17
  • 435
  • 48
  • Infantry Attack: +30%
  • Infantry Upkeep: +7.5%
4 195 18
  • 630
  • 66
  • Infantry Attack: +40%
  • Infantry Upkeep: +10%
5 220 19
  • 850
  • 85
  • Infantry Attack: +50%
  • Infantry Upkeep: +12.5%
6 245 20
  • 1,095
  • 105
  • Infantry Attack: +60%
  • Infantry Upkeep: +15%
7 270 21
  • 1,365
  • 126
  • Infantry Attack: +70%
  • Infantry Upkeep: +17.5%
8 295 22
  • 1,660
  • 148
  • Infantry Attack: +80%
  • Infantry Upkeep: +20%
9 320 23
  • 1,980
  • 171
  • Infantry Attack: +90%
  • Infantry Upkeep: +22.5%
10 340 24
  • 2,320
  • 285
  • Infantry Attack: +100%
  • Infantry Upkeep: +25%
(2) Body Armor

Basic Statistics
Description Modifier Growth per Level
Investing in ceramic-metallic body armor will allow our infantry to absorb more damage from bullets and shrapnel that would otherwise fatally wound.
  • Infantry Defense: +5%
  • Infantry Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 1
+10 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Defense: 0%
  • Infantry Upkeep: 0%
1 60 15
  • 60
  • 15
  • Infantry Defense: +5%
  • Infantry Upkeep: +2.5%
2 70 16
  • 130
  • 31
  • Infantry Defense: +10%
  • Infantry Upkeep: +5%
3 80 17
  • 210
  • 48
  • Infantry Defense: +15%
  • Infantry Upkeep: +7.5%
4 90 18
  • 300
  • 66
  • Infantry Defense: +20%
  • Infantry Upkeep: +10%
5 100 19
  • 400
  • 85
  • Infantry Defense: +25%
  • Infantry Upkeep: +12.5%
(3) Anti Tank Equipment

Basic Statistics
Description Modifier Growth per Level
The development of anti-tank weapons will allow our men to effectively engage and destroy armored vehicles on the battlefield, improving sustainability against mechanized foes.
  • Infantry Attack Against Tank: +50%
  • Infantry Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Small Arms 3
+25 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack Against Tank: +50%
  • Infantry Upkeep: +5%
1 150 15
  • 150
  • 15
  • Infantry Attack Against Tank: +100%
  • Infantry Upkeep: +10%
2 175 16
  • 325
  • 31
  • Infantry Attack Against Tank: +150%
  • Infantry Upkeep: +15%
3 200 17
  • 525
  • 48
  • Infantry Attack Against Tank: +200%
  • Infantry Upkeep: +20%
4 225 18
  • 750
  • 66
  • Infantry Attack Against Tank: +250%
  • Infantry Upkeep: +25%
5 250 19
  • 1,000
  • 85
  • Infantry Attack Against Tank: +300%
  • Infantry Upkeep: +30%
(3) Advanced IFVs

Basic Statistics
Description Modifier Growth per Level
Sieging a city can take a long as there are many hole outs to secure. We can make this task easier by providing our infantry divisions with better Infantry Fighting Vehicles to project additional firepower while being protected.
  • Infantry Occupation Speed: +20%
  • Infantry Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Small Arms 5
+25 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Occupation Speed: +0%
  • Infantry Upkeep: +0%
1 150 15
  • 150
  • 15
  • Infantry Occupation Speed: +20%
  • Infantry Upkeep: +5%
2 175 16
  • 325
  • 31
  • Infantry Occupation Speed: +40%
  • Infantry Upkeep: +10%
3 200 17
  • 525
  • 48
  • Infantry Occupation Speed: +60%
  • Infantry Upkeep: +15%
4 225 18
  • 750
  • 66
  • Infantry Occupation Speed: +80%
  • Infantry Upkeep: +20%
5 250 19
  • 1,000
  • 85
  • Infantry Occupation Speed: +100%
  • Infantry Upkeep: +25%
(3) Exoskeletons

Basic Statistics
Description Modifier Growth per Level
By distributing powered exoskeletons to infantry, they can reduce the risk of injury, as well as allowing them to carry heavier loads.
  • Infantry Attack: +25%
  • Infantry Defense: +25%
  • Infantry Speed: +2%
  • Infantry Upkeep: +5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Infantry Improvements 3
  • Body Armor 3
+100 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Infantry Defense: 0%
  • Infantry Speed: 0%
  • Infantry Upkeep: 0%
1 300 15
  • 300
  • 15
  • Infantry Attack: +25%
  • Infantry Defense: +25%
  • Infantry Speed: +2%
  • Infantry Upkeep: +5%
2 400 16
  • 700
  • 31
  • Infantry Attack: +50%
  • Infantry Defense: +50%
  • Infantry Speed: +4%
  • Infantry Upkeep: +10%
(4) Cybernetic Infantry

Basic Statistics
Description Modifier Growth per Level
To create infantry that is faster, stronger, and more resilient than ever, we must combine man and machine. Using exoskeletons and targeting systems controlled by neural implants, an ordinary soldier can become a super soldier.
  • Infantry Attack: +50%
  • Infantry Defense: +20%
  • Infantry Speed: +4%
  • Infantry Cost: +25%
  • Infantry Upkeep: +25%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Exoskeletons 2
  • Infantry Improvements 5
+0 +0
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Attack: 0%
  • Infantry Defense: 0%
  • Infantry Speed: 0%
  • Infantry Cost: 0%
  • Infantry Upkeep: 0%
1 525 15
  • 525
  • 15
  • Infantry Attack: +50%
  • Infantry Defense: +20%
  • Infantry Speed: +4%
  • Infantry Cost: +25%
  • Infantry Upkeep: +25%
(4) Real Time Shell Tracking

Basic Statistics
Description Modifier Growth per Level
By knowing where enemy shells will be landing, we are able to relocate our formations to avoid fire.
  • Infantry Defense Against Artillery: +25%
  • Infantry Upkeep: +2.5%
Research Costs Growth per Level Required Technologies
Total Max Progress
  • Body Armor 5
+50 +1
Advanced Statistics
Level Research Costs Accumulated Modifiers
Total Max Progress Combined
0 0
  • Infantry Defense Against Artillery: +0%
  • Infantry Upkeep: +0%
1 200 15
  • 200
  • 15
  • Infantry Defense Against Artillery: +25%
  • Infantry Upkeep: +2.5%
2 250 16
  • 450
  • 31
  • Infantry Defense Against Artillery: +50%
  • Infantry Upkeep: +5%
3 300 17
  • 750
  • 48
  • Infantry Defense Against Artillery: +100%
  • Infantry Upkeep: +7.5%
4 350 18
  • 1,100
  • 66
  • Infantry Defense Against Artillery: +125%
  • Infantry Upkeep: +10%

Support Technology[]

WIP

Aircraft Technology[]

WIP

Naval Technology[]

WIP

WIP

WIP

WIP

References[]