Rise of Nations: Gold Edition Building/Unit Guide 1. Explanation of Game 1a. Explanation of Guide 1b. Building Explanation 1c. Wonder Explanation 1d. Unit Explanation 2. Military Buildings 3. Civilian Buildings 4. Wonders 5. Military Units 5a. Barracks Units 5b. Stable/Auto Plant Units 5c. Siege Factory Units 5d. Docks/Shipyard Units 5e. Airbase Units 5f. Missiles 5g. Fortress Units 6. Civilian Units 7. Credits 8. Contact Info 9. Copyright --------------------------------------------------------------------------- 1. Explanation of Game --------------------------------------------------------------------------- Rise of Nations is a real time strategy game from Big Huge games. In it you take control of a nation and try to build up its economic and military strength so you can crush your enemy. You can forge alliances, declare war, and trade with other nations as you try to build up your nation as the best. Rise of Nations Gold Edition is the original Rise of Nations, and the Thrones and patriots expansion pack combined together. 1a. Explanation of Guide In Rise of Nations you are able to build many different kinds of buildings and produce many different units throughout the course of the game. These buildings let you conduct research, gather resources, and produce units. The units in the game allow you to fight battles and defeat the enemy units. This guide will explain in detail everything you could ever need or want to know about each building and unit in the game. 1b. Building Explanation There are 2 types of buildings, military, and civilian. Military buildings mostly produce units for use in combat, the fortress has research available that raises its hitpoints and other stats. Civilian buildings are used for many things, almost all of them have research available to help you in some way. I list only the cost to build the first building of that type, every time you build another of the same building the cost goes up. Also the Hit points of buildings go up with certain types of research. I will only be listing the starting health. 1c. Wonder Explanation A wonder can only be built once per game. There are 14 Wonders you can build total. If two players are building the same Wonder at once then whichever player finishes building first keeps the wonder. In conquer the world mode you can build a wonder by buying or wining a Wonder of the World bonus card, to play this card just click on it and Select the territory you want to place the wonder in, then just choose the Wonder you want to build. If you have built a wonder with a Wonder Of The World bonus card you must research the first 4 civic technologies to activate Its effects, also this can only be done in a conquest style map. You can only build one wonder per city except for some special situations. If a wonder is destroyed it cannot be re-built, so you should defend them well. 1d. Unit Explanation There are also 2 kinds of units, Military and Civilian. Military units allow you to fight battles, capture buildings, and defeat enemy units. These units are the basis of Rise of Nations. The other kind is Civilian units, these units let you build structures, gather resources, use rare resources, and trade between towns and nations. Also the Hit points of units go up with certain types of research. I will only be listing the starting health. =========================================================================== 2. Military Buildings =========================================================================== Here is how this part of the guide will look Name-This will be the name of the building, at certain ages the buildings Change names to reflect the technology level attained, I will list all names Purpose-This will be what purpose the building serves Cost-This will be how much of each resource it costs to make the building HP-This will be how many hit points the building has Capacity-This will be how many units (if any) this building can garrison Requirements-This will be what technologies you need to make the building Units-This will be what units (if any) the building produces, I will only list The starting units and the new units because the upgrade list would give the Same information twice Upgrades-This will be the unit upgrades listed by age (in addition to certain Age you will need the military level directly under that age to upgrade a unit) Name-Barracks Purpose-Produces all of you infantry units and scouts Cost-145 Timber HP-1200 Capacity-10 Requirements-Military Level 1 at the library Units-Slingers, Hoplites, Bowmen, Scout, Flamethrower (industrial age) Machine gun (modern age) Upgrades Classical Age-Javelineers, Phalanx, Archers Medieval Age-Elite Javelineers, Pikemen, Crossbowmen, Explorer Gunpowder Age-Arquebusiers, Elite Pikemen Enlightenment Age-Musketeers, Fusiliers Industrial Age-Riflemen, Anti-tank Rifle, Commando Modern Age-Infantry, Bazooka, Heavy Machine Gun, Special Forces Information Age-Assault Infantry, Anti-Tank Missile, Advanced Machine Gun, Elite Special Forces Name-Stable/Auto Plant Purpose-Produces all of your horse/tank units Cost-120 Timber HP-1200 Capacity-10 Requirements-Military Level 1 at the library, Classical Age Units-Light horse, Cataphract (military level 2), Horse Archer (military level 2) Upgrades Medieval Age-Light Cavalry, Knight, Heavy Horse Archer Gunpowder Age-Elite Light Cavalry, Heavy Knight, Dragoon Enlightenment Age-Hussar, Cuirassier, Carabineer Industrial Age (becomes auto plant)-Armored Car, Light Tank Modern Age-Armored Scout Car, Tank Information Age-Armored Cavalry, Main Battle Tank Name-Siege Factory Purpose-Produces all of your siege units/anti-aircraft units and supply wagons Cost-120 Timber HP-1200 Capacity-20 Requirements-Military level 2 at the library, Classical Age Units-Catapult, Supply Wagon (Medieval Age), Anti-aircraft gun (Industrial Age) Upgrades Medieval Age-Trebuchet Gunpowder Age-Bombard Enlightenment Age-Cannon Industrial Age-Artillery Modern Age-Howitzer, Anti-aircraft Battery Information Age-Rocker Artillery, Anti-aircraft Missile Name-Dock/Shipyard Purpose-Produces all of your ships and fishing boats Cost-70 Timber HP-2400 Capacity-20 Requirements-Level 1 Commerce at the library Units-Trireme (military level 1), Bark (military level 1), Fire Raft (classical age, military level 1), Bomb Vessel (gunpowder age) Aircraft Carrier (modern age), Fishing Boat Upgrades Classical Age-Galley, Dromon Medieval Age-Carrack, Caravel, Heavy Fire Raft Gunpowder Age-Frigate, Corvette, Fireship Enlightenment Age-Man O War, Sloop, Bomb Ketch, Heavy Fireship Industrial Age (becomes shipyard)-Dreadnought, Destroyer, Submarine Modern Age-Battleship, Cruiser Information Age-Advanced Battleship, Missile Cruiser, Attack Submarine Name-Airbase Purpose-Produces all of your aircraft and helicopters Cost-80 Wealth 70 Oil HP-3240 Capacity (planes only)-10 Requirements-Industrial Age, Military level 5 at the library Units-Bi-plane, Bomber (modern age), Helicopter (modern age) Upgrades Modern Age-Fighter Information Age-Jet Fighter, Strategic Bomber, Attack Helicopter Global Prosperity-Advanced Fighter Jet, Stealth Bomber Name-Missile Silo Purpose-Allows you to create Conventional and Nuclear missiles to do major Damage to your enemy Cost-80 Wealth 70 Oil HP-2040 Capacity-None Requirements-Modern Age, Military level 6 at the library Units-V2 Rocket (industrial age (That seems weird but that is what it says) Nuclear Missile (modern age) Upgrades Modern Age-Cruise Missile Information Age-Nuclear ICBM Name-Lookout/Observation Post/Air Defense Gun/Radar Air Defense Gun/Sam Site Purpose-Allows you to see a short distance beyond it Cost-66 Timber HP-170 Capacity-None Requirements-Available at start Units-None Upgrades Gunpowder Age-Observation Post Industrial Age-Air Defense Gun Modern Age-Radar Air Defense Gun Information Age-SAM Site Name-Fort/Castle/Fortress/Redoubt Purpose-Produces generals and spies automatically attacks nearby enemies, Expands your national borders Cost-100 Wealth 300 Metal HP-2000 Capacity-10 Requirements-Military level 2 at the library, Classical Age Units-General (level 2 sciences), spy (level 2 science, medieval age) Upgrades Medieval Age-Fortification, Tactics Gunpowder Age (becomes castle)-Bombardment, Operations Industrial Age (becomes fortress)-Strategic Reserves, Strategy Modern Age (becomes redoubt)-None Information Age-None Name-Tower/Keep/Stockade/Bunker Purpose-Allows you to research attrition/militia upgrades, attacks nearby Enemy units Cost-187 Timber 70 Wealth HP-750 Capacity-5 Requirements-Military level 1 at the library Units-None Upgrades Classical Age-Militia, Allegiance Medieval Age (becomes keep)-Oath of Fealty Gunpowder Age-None Enlightenment Age (becomes stockade)-Minutemen, Patriotism Industrial Age-None Modern Age (becomes bunker)-Partisans, Nationalism =========================================================================== 3. Civilian Buildings =========================================================================== Here is how this part of the guide will look Name-This will be the name of the building Purpose-This will be what purpose the building serves Cost-This will be the amount of each resource needed to construct the building HP-This will be how many hit points the building has Capacity-This will be how many units (if any) this building can garrison Requirements-This will be what technology you need to make this building Research-This will be what research is available at this building Name-Library Purpose-Allows you to research each of the 4 different technology fields and Upgrade to new ages Cost-60 Timber HP-1200 Capacity-None Requirements-None Research- Classical Age (II) Medieval Age (III) Gunpowder Age (IV) Enlightenment Age (V) Industrial Age (VI) Modern Age (VII) Information Age (VIII) Military Level 1-Art of War Military Level 2-Mercenaries Military Level 3-Standing Army Military Level 4-Conscription Military Level 5-Leeve En Masse Military Level 6-Nation-In-Arms Military Level 7-Selective Service Military Final Level-Missile Shield Civic Level 1-City State Civic Level 2-Empire Civic Level 3-Feudalism Civic Level 4-Divine Right Civic Level 5-Constitution Civic Level 6-Great Power Civic Level 7-International Law Civic Final Level-World Government Commerce Level 1-Barter Commerce Level 2-Coinage Commerce Level 3-Trade Commerce Level 4-Mercantilism Commerce Level 5-Finance Commerce Level 6-Assembly Line Commerce Level 7-Globalization Commerce Final Level-Global Prosperity Science Level 1-Written Word Science Level 2-Mathematics Science Level 3-Chemistry Science Level 4-Laws of Nature Science Level 5-Electricity Science Level 6-Electronics Science Level 7-Computerization Science Final Level-Artificial Intelligence Name-City (small city) Purpose-Produces Citizens, creates borders, allows you to construct all other Buildings near it, gathers a very small amount of resources (food and timber) Cost-60 Food 60 timber HP-1200 Capacity-10 Requirements-Civic level 1 at the library Research-None Name-Market Purpose-Allows you to produce merchants and caravans, gathers wealth Cost-80 Timber HP-1200 Capacity-10 Requirements-Commerce level 1 at the library Research-None Name-Temple Purpose-Allows you to research Hit Point and border upgrades Cost-80 Timber HP-1200 Capacity-None Requirements-Science level 1 at the library Research-Religion, Taxation, Vassalage, Monotheism, Social Contract, Existentialism, Income Tax Name-University Purpose-Allows you to build scholars to gather knowledge Cost-60 Timber 30 Wealth HP-1200 Capacity-None Requirements-Science level 1 at the library, Classical Age Research-Literacy, Printing Press, Scientific Method, Institutional Research, Supercomputers Name-Farm Purpose-Allows 1 citizen to gather food Cost-40 Timber HP-400 Capacity-None Requirements-None Research-None Name-Woodcutters Camp Purpose-Allows a varied number of citizens to gather timber (the number of Citizens depends on the size of the forest you build this next to) Cost-70 Food HP-800 Capacity-None Requirements-None Research-None Name-Mine Purpose-Allows a varied number of citizens to gather metal (the number of Citizens depends on the size of the mountain you build this next to) Cost-50 Timber HP-800 Capacity-None Requirements-Classical Age Research-None Name-Oil Well Purpose-Allows 1 citizen to gather oil (this can be built either at sea or on Land it just needs to be built over oil) Cost-100 Timber 50 Metal HP-1080 Capacity-None Requirements-Industrial Age Research-None Name-Granary Purpose-Allows you to research food gathering rate and stable/auto plant unit Upgrades Cost-60 Timber 40 Wealth HP-1000 Capacity-None Requirements-Science level 2 at the library, Classical Age Research-Agriculture, Herbal Lore, Crop Rotation, Medicine, Food Industry, Pharmaceuticals Name-Lumber Mill Purpose-Allows you to research timber gathering rate and building construction Speed upgrades Cost-60 Food 40 Metal HP-1000 Capacity-None Requirements-Science level 2 at the library, Classical Age Research-Carpentry, Construction, Logging Industry, Architecture, Papermill, Engineering Name-Smelter Purpose-Allows you to research metal gathering rate upgrades and unit creation Speed upgrades Cost-70 Timber 50 Wealth HP-1755 Capacity-None Requirements-Science level 3 at the library, Classical Age Research-Metal Alloys, Forage, Cold Casting, Supply, Steel, Logistics Name-Refinery Purpose-Increases the oil output of all oil wells in your nation Cost-100 Timber 50 Metal HP-1350 Capacity-None Requirements-Science level 6 at the library, Industrial Age Research-None Name-Senate Purpose-Allows you to research different types of government each with their Own benefits and each with a special general Cost-None HP-1200 Capacity-None Requirements-Classical Age Research-Despotism, Monarchy, Socialism, Republic, Democracy, Capitalism =========================================================================== 4. Wonders =========================================================================== Here is how this part of the guide will look Name-This will be the name of the wonder Cost-This will have the amount of each resource you need to build the wonder (This will be the cost with only the technologies required to build it Researched) Benefits-This will explain the bonuses you get from building this wonder Wonder Points-This will be how many wonder points you get for building this Wonder Hit Points-This will be how many Hit Points the wonder has Requirements-This will list the requirements to build this wonder Rating-How I personally rate the usefulness of each wonder Pyramid Cost: 200 Food, 200 Timber Benefits: Increases your commerce limit for food and wealth by 50, Increases Your city limit by one makes cities 33% cheaper, Improves your food gather Rate by 20% Wonder Points: 1 Hit Points-2000 Requirements: Classical age Rating-4/10 Colossus Cost: 200 Timber, 200 Wealth Benefits: Increases your population limit by 50, Increases your wealth gather Rate by 30%, Increases your commerce limit for wealth and timber by 50 Wonder Points: 1 Hit Points-2000 Requirements: Classical age Rating-6/10(the increased population limit Can give you an edge in battles) Hanging Gardens Cost: 200 Food, 200 Wealth Benefits: Increases your knowledge gather rate by 50, lumber mill, smelter, And granary upgrade costs are reduced by 66% Wonder Points: 1 Hit Points-2000 Requirements: Classical age Rating-5/10 Terra Cotta Army Cost: 300 Food, 300 Wealth Benefits: Automatically makes a free foot unit every 30 seconds (plus one half Second for each unit already created) Wonder Points: 2 Hit Points-3000 Requirements: Medieval age Rating-7/10 (If you do not like to constantly go back and create units at the barracks This can help) Colosseum Cost: 300 Timber, 300 Metal Benefits: Increases you national borders by 3, Attrition damage to enemy units In you territory is increased by 50%, forts and towers are 20% cheaper to Build Wonder Points: 2 Hit Points-3000 Requirements: Medieval age Rating-6/10 Forbidden City Cost: 300 Food, 300 Timber Benefits: Counts as a major city in your nation and is not revealed to the Enemy until construction is completed; you are not affected by capital Timers (re-take, assimilation, etc.), food and timber gather rates are Increased by 50, instead of 10 for a normal major city, it can garrison 20 Units instead of 10, it starts with 5 armor instead of 3. Wonder Points: 2 Hit Points-3000 Requirements: Medieval age Rating-7/10(this can be a real life saver in multiplayer games if you need to Move you capital) Temple Of Tikal Cost: 400 Food, 400 Timber Benefits: Increases your timber gathering rate by 50%, Raises your maximum Gathering limit for timber by 100, Increases temple influence on national Borders, hit points, and attack range by 50% Wonder Points: 2 (no worries they get higher soon) Hit Points-5000 Requirements: Gunpowder age Rating-4/10(good for the beginning of any game but gets useless at the end) Porcelain Tower Cost: 400 Wealth, 400 Metal Benefits: Ships are created in half the time, increases your income from rare Resources (in your territory of course) and markets by 200%, gives you the Bonuses of all rare resources in your territory even if you do not have a Merchant there Wonder Points: 2 Hit Points-5000 Requirements: Gunpowder age Rating-7/10 (This can be very useful if you do not want to have to direct a merchant to Every rare resource you find) Red Fort (My personal favorite) Cost: 400 Wealth 400 Metal Benefits: Added hit points, higher garrison ability, increased border Influence, and can fight back against air attacks (this is all compared to a Normal fort), it does not count against the wonder limit for a city (meaning You can build another wonder in a city with it), it is not revealed to the Enemy until construction is complete; you get all fort upgrades for free, And it increases the hit points of your existing forts by 33%, It increases the heal rate of garrisoned troops in any fort by 500, And on top of all this it looks kickass and is imposing Wonder Points: 2 Hit Points-6000 Requirements: Gunpowder age Rating-8/10 (as you can see I love this wonder and it can make the difference, Between victory and defeat in a defensive battle) Angkor Wat Cost: 500 Timber, 500 Wealth Benefits: Increases your metal gather rate by 50%, raises your gather rate for Metal by 100, reduces the cost of military units (except aircraft and ships) By 25% Wonder Points: 3(I told you they would get better soon) Hit Points-7500 Requirements: Enlightenment age Rating-5/10 Versailles Cost: 500 Food, 500 Metal Benefits: Reduces the cost of all library research by 50% (Except for knowledge), your supply wagons can heal your troops (If you are playing as France the heal rate increases by 50%), All siege factory units move 25% faster Wonder Points: 3 Hit Points-7500 Requirements: Enlightenment age Rating-7/10(this is good as it can be the only source of healing for your Troops) Statue of Liberty Cost: 600 Food, 600 Wealth Benefits: You get all military upgrades for free (except ships), reduces your Attrition damage in enemy territory by 100 %( eliminates it), reduces the cost Of Bombing planes and air defense buildings by 25% Wonder Points: 4 Hit Points-11000 Requirements: Industrial age Rating-8/10(very useful as you do not have to go back and manually upgrade all Of your military units) Taj Mahal Cost: 600 Timber, 600 Wealth Benefits: Doubles the hit points of all buildings in your nation, your wealth Gather limit is doubled, increases your wealth maximum gather rate by 300 Wonder Points: 4 Hit Points-22000 Requirements: Industrial age Rating-6/10(wealth is always one of the hardest things for me to gather So I use this wonder often) Kremlin Cost: 700 Food, 700 Metal Benefits: Raises your maximum gather rate for food, metal, timber, and oil by 200, doubles the attrition damage to enemy units in your territory (if they do Not have a supply wagon), all spies are created instantly, a free spy is Created next to this wonder and is re-created each time it is killed for free, Also the spy does not count against your population limit Wonder Points: 6 Hit Points-15000 Requirements: Modern age Rating-6/10 Eiffel Tower Cost: 700 Timber, 700 Oil Benefits: Doubles your oil gathering rate, raises your maximum gathering rate For oil by 200, increases your national borders by 6 Wonder Points: 6 Hit Points-15000 Requirements: Modern age Rating-7/10 (This can really help you when the pressure is on to gather oil during the Ending ages) Supercollider Cost: 800 Food, 800 Knowledge Benefits: all research is instant (except for military), the selling cost at The market is never lower than 25 and the buying cost is never higher than 125 Wonder Points: 8 Hit Points-20000 Requirements: Information Age Rating-10/10 (This is a extremely useful wonder, as it can mean you are assaulting Your enemy with stealth bombers while they still have bi-planes) Space Program Cost: 800 Wealth, 800 Knowledge Benefits: You can see everything on the map, All missiles are created in half the time and 50% cheaper, You are not affected by nuclear embargos. Wonder Points: 8 Hit Points-20000 Requirements: Information Age Rating-9/10(very useful especially when the enemy does not yet have a missile Shield) =========================================================================== 5. Military Units =========================================================================== Here is how this part of the guide will look Name-This will be the name of the unit Age-This will be the age required to create this unit Type-This will be the type of unit Cost-This will be the amount of each resource you need to create the unit Attack-This will be the units attack power Health-This will be the units HP Craft-This will be how much craft the unit has (only for scout, general and spy Types) Strong Against-This will be what unit types this unit is strong against Weak Against-This will be what unit types this unit is weak against --------------------------------------------------------------------------- 5a. Barracks Units --------------------------------------------------------------------------- Name-Slingers Age-Ancient Age Type-Light Infantry Cost-40 Food 40 Timber Attack-10 Health-85 Strong Against-Foot Archers Weak-Against-Cavalry Name-Hoplites Age-Ancient Age Type-Heavy Infantry Cost-50 Food 37 Timber Attack-13 Health-120 Strong Against-Cavalry Weak Against-Archers, Gunpowder Infantry Name-Bowmen Age-Ancient Age Type-Foot Archers Cost-40 Timber 50 Wealth Attack-12 Health-70 Strong Against-Heavy Infantry Weak Against-Heavy Cavalry, Light Infantry Name-Scout Age-Ancient Age Type-Scout Cost-50 Timber 40 Wealth Attack-None Health-50 Craft-500 Strong Against-N/A Weak Against-N/A Name-Javelineers Age-Classical Age Type-Light Infantry Cost-40 Food 40 Timber Attack-11 Health-95 Strong Against-Foot Archers Weak Against-Cavalry Name-Phalanx Age-Classical Age Type-Heavy Infantry Cost-50 Food 30 Metal Attack-15 Health-145 Strong Against-Cavalry Weak Against-Archers, Gunpowder Infantry Name-Archers Age-Classical Age Type-Foot Archers Cost-40 Timber 50 Wealth Attack-14 Health-80 Strong Against-Heavy Infantry Weak Against-Heavy Cavalry, Light Infantry Name-Explorer Age-Medieval Age Type-Scout Cost-40 Wealth 40 Metal Attack-None Health-70 Craft-1000 Strong Against-N/A Weak Against-N/A Name-Elite Javelineers Age-Medieval Age Type-Light Infantry Cost-40 Food 40 Timber Attack-13 Health-110 Strong Against-Foot Archers Weak Against-Cavalry Name-Pikemen Age-Medieval Age Type-Heavy Infantry Cost-50 Food 30 Metal Attack-17 Health-170 Strong Against-Cavalry Weak Against-Archers, Gunpowder Infantry Name-Crossbowmen Age-Medieval Age Type-Foot Archers Cost-40 Timber 50 Wealth Attack-16 Health-90 Strong Against-Heavy Infantry Weak Against-Heavy Cavalry, Light Infantry Name-Arquebusiers Age-Gunpowder Age Type-Gunpowder Infantry Cost-70 Food 60 Timber Attack-18 Health-132 Strong Against-Pikemen, Archers Weak Against-Heavy Cavalry, Tanks Name-Elite Pikemen Age-Gunpowder Age Type-Heavy Infantry Cost-60 Food 50 Metal Attack-19 Health-195 Strong Against-Cavalry Weak Against-Archers, Gunpowder Infantry Name-Musketeers Age-Enlightenment Age Type-Gunpowder Infantry Cost-70 Food 60 Timber Attack-20 Health-142 Strong Against-Pikemen, Fusiliers Weak Against-Heavy Cavalry, Tanks Name-Fusiliers Age-Enlightenment Age Type-Heavy Infantry Cost-60 Food 50 Metal Attack-20 Health-200 Strong Against-Cavalry Weak Against-Gunpowder Infantry, Machine Guns Name-Rifleman Age-Industrial Age Type-Gunpowder Infantry Cost-80 Food 70 Timber Attack-22 Health-156 Strong Against-Fusiliers, Anti-Tank Rifle Weak Against-Tanks, Machine Guns Name-Anti-Tank Rifle Age-Industrial Age Type-Heavy Infantry Cost-80 Food 60 Metal Attack-22 Health-215 Strong Against-Tanks, Cavalry Weak Against-Gunpowder Infantry, Machine Guns Name-Machine Gun Age-Industrial Age Type-Machine Gun Cost-80 Wealth 70 Metal Attack-140 Health-33 Strong Against-Infantry Weak Against-Tanks, Cavalry Name-Flamethrower Age-Industrial Age Type-Flamethrower Cost-80 Food 60 Metal Attack-20 Health-125 Strong Against-Garrisons, Entrenchments Weak Against-Infantry, Tanks Name-Commando Age-Industrial Age Type-Scout Cost-40 Wealth 40 Metal Attack-None Health-90 Craft-1000 Strong Against-N/A Weak Against-N/A Name-Infantry Age-Modern Age Type-Modern Infantry Cost-80 Food 70 Timber Attack-24 Health-161 Strong Against-Bazooka, Anti-Tank Missile Weak Against-Tanks, Machine Guns Name-Bazooka Age-Modern Age Type-Heavy Infantry Cost-80 Food 60 Metal Attack-23 Health-247 Strong Against-Tanks Weak Against-Gunpowder Infantry, Machine Guns Name-Heavy Machine Gun Age-Modern Age Type-Machine Gun Cost-80 Wealth 70 Metal Attack-36 Health-155 Strong Against-Infantry Weak Against-Tanks, Cavalry Name-Special Forces Age-Modern Age Type-Scout Cost-40 Wealth 40 Metal Attack-None Health-110 Craft-1500 Strong Against-N/A Weak Against-N/A Name-Assault Infantry Age-Information Age Type-Modern Infantry Cost-80 Food 70 Timber Attack-25 Health-180 Strong Against-Bazooka, Anti-Tank Missile Weak Against-Tanks, Machine Guns Name-Anti-Tank Missile Age-Information Age Type-Heavy Infantry Cost-80 Food 60 Metal Attack-24 Health-265 Strong Against-Tanks Weak Against-Gunpowder Infantry, Machine Guns Name-Advanced Machine Gun Age-Information Age Type-Machine Gun Cost-80 Wealth 70 Metal Attack-39 Health-170 Strong Against-Infantry Weak Against-Tanks, Cavalry Name-Elite Special Forces Age-Information Age Type-Scout Cost-40 Wealth 40 Metal Attack-None Health-130 Craft-2000 Strong Against-N/A Weak Against-N/A --------------------------------------------------------------------------- 5b. Stable/Auto Plant Units --------------------------------------------------------------------------- Name-Light Horse Age-Classical Age Type-Light Cavalry Cost-57 Food 38 Timber Attack-12 Health-73 Strong Against-Ranged Cavalry, Light Infantry Weak Against-Heavy Infantry, Buildings Name-Cataphract Age-Classical Age Type-Heavy Cavalry Cost-51 Wealth 61 Metal Attack-15 Health-85 Strong Against-Archers, Gunpowder Infantry Weak Against-Heavy Infantry Name-Horse Archer Age-Classical Age Type-Ranged Cavalry Cost-60 Timber 40 Wealth Attack-13 Health-65 Strong Against-Heavy Infantry, Civilians Weak Against-Light Cavalry, Archers Name-Light Cavalry Age-Medieval Age Type-Light Cavalry Cost-57 Food 38 Timber Attack-13 Health-91 Strong Against-Ranged Cavalry, Light Infantry Weak Against-Heavy Infantry Buildings Name-Knight Age-Medieval Age Type-Heavy Cavalry Cost-47 Wealth 57 Metal Attack-16 Health-110 Strong Against-Ranged Cavalry, Light Infantry Name-Heavy Horse Archer Age-Medieval Age Type-Ranged Cavalry Cost-57 Timber 38 Wealth Attack-15 Health-82 Strong Against-Heavy Infantry, Civilians Weak Against-Light Cavalry, Archers Name-Elite Light Cavalry Age-Gunpowder Age Type-Light Cavalry Cost-60 Food 40 Timber Attack-14 Health-109 Strong Against-Ranged Cavalry, Light Infantry Weak Against-Heavy Infantry, Buildings Name-Heavy Knight Age-Gunpowder Age Type-Heavy Infantry Cost-60 Wealth 70 Metal Attack-17 Health-135 Strong Against-Archers, Gunpowder Infantry Weak Against-Heavy Infantry Name-Dragoon Age-Gunpowder Age Type-Ranged Cavalry Cost-60 Timber 40 Wealth Attack-17 Health-97 Strong Against-Heavy Infantry, Civilians Weak Against-Light Cavalry, Archers Name-Hussar Age-Enlightenment Age Type-Light Cavalry Cost-60 Food 40 Timber Attack-16 Health-131 Strong Against-Ranged Cavalry, Light Infantry Weak Against-Heavy Infantry, Buildings Name-Cuirassier Age-Enlightenment Age Type-Heavy Cavalry Cost-60 Wealth 70 Metal Attack-18 Health-160 Strong Against-Archers, Gunpowder Infantry Weak Against-Heavy Infantry Name-Carabineer Age-Enlightenment Age Type-Ranged Cavalry Cost-60 Timber 40 Wealth Attack-19 Health-114 Strong Against-Heavy Infantry, Civilians Weak Against-Light Cavalry, Archers Name-Armored Car Age-Industrial Age Type-Ranged Cavalry Cost-90 Food 40 Oil Attack-20 Health-150 Strong Against-Machine Guns, Flamethrowers Weak Against-Tanks Name-Light Tank Age-Industrial Age Type-Tank Cost-80 Metal 60 Oil Attack-19 Health-187 Strong Against-Modern Infantry, Machine Guns Weak Against-Heavy Infantry Name-Armored Scout Car Age-Modern Age Type-Ranged Cavalry Cost-90 Food 40 Oil Attack-21 Health-168 Strong Against-Machine Guns, Flamethrowers Weak Against-Tanks Name-Tank Age-Modern Age Type-Tank Cost-80 Metal 60 Oil Attack-20 Health-210 Strong Against-Modern Infantry, Machine Guns Weak Against-Heavy Infantry Name-Armored Cavalry Age-Information Age Type-Ranged Cavalry Cost-90 Food 40 Oil Attack-22 Health-186 Strong Against-Machine Guns, Flamethrowers Weak Against-Tanks Name-Main Battle Tank Age-Information Age Type-Tank Cost-80 Metal 60 Oil Attack-22 Health-245 Strong Against-Modern Infantry, Machine Guns Weak Against-Heavy Infantry --------------------------------------------------------------------------- 5c. Siege Factory Units --------------------------------------------------------------------------- Name-Catapult Age-Classical Age Type-Artillery Weapons Cost-66 Timber 66 Metal Attack-17 Health-80 Strong Against-Buildings Weak Against-Cavalry Name-Supply Wagon Age-Medieval Age Type-Supply Wagon Cost-80 Food 80 Timber Attack-None Health-90 Strong Against-N/A Weak Against-N/A Name-Trebuchet Age-Medieval Age Type-Artillery Weapons Cost-63 Timber 63 Metal Attack-23 Health-100 Strong Against-Buildings Weak Against-Cavalry Name-Bombard Age-Gunpowder Age Type-Artillery Weapons Cost-76 Timber 76 Metal Attack-26 Health-120 Strong Against-Buildings Weak Against-Cavalry Name-Cannon Age-Enlightenment Age Type-Artillery Weapons Cost-80 Timber 80 Metal Attack-32 Health-143 Strong Against-Buildings Weak Against-Cavalry Name-Anti-Aircraft Gun Age-Industrial Age Type-Anti-Aircraft Cost-80 Food 80 Wealth Attack-36(against air targets) Health-110 Strong Against-Aircraft Weak Against-Tanks, Infantry Name-Artillery Age-Industrial Age Type-Artillery Weapons Cost-100 Timber 100 Metal Attack-36 Health-172 Strong Against-Buildings Weak Against-Armored Cars, Tanks Name-Anti-Aircraft Battery Age-Modern Age Type-Anti-Aircraft Cost-80 Food 80 Wealth Attack-37(against air targets) Health-150 Strong Against-Aircraft Weak Against-Tanks, Infantry Name-Howitzer Age-Modern Age Type-Artillery Weapons Cost-100 Metal 100 Oil Attack-42 Health-200 Strong Against-Buildings, Infantry Weak Against-Armored Cars, Tanks Name-Anti-Aircraft Missile Age-Information Age Type-Anti-Aircraft Cost-80 Food 80 Wealth Attack-39(against air targets) Health-155 Strong Against-Aircraft Weak Against-Tanks, Infantry Name-Rocket Artillery Age-Information Age Type-Artillery Weapons Cost-100 Metal 100 Oil Attack-48 Health-230 Strong Against-Buildings, Infantry Weak Against-Armored Cars, Tanks --------------------------------------------------------------------------- 5d. Docks/Shipyard Units --------------------------------------------------------------------------- Name-Fisherman Age-Ancient Age Type-Civilian Cost-40 Timber Attack-None Health-170 Strong Against-N/A Weak Against-N/A Name-Trireme Age-Ancient Age Type-Heavy Ship Cost-90 Timber Attack-20 Health-180 Strong Against-Light Ships, Bombardment Ships Weak Against-Fire Ships Name-Bark Age-Ancient Age Type-Light Ships Cost-30 Food 30 Timber Attack-11 Health-140 Strong Against-Fire Ships, Transports Weak Against-Heavy Ships Name-Galley Age-Classical Age Type-Heavy Ships Cost-40 Timber 40 Metal Attack-22 Health- 210 Strong Against-Light Ships, Bombardment Ships Weak Against-Fire Ships Name-Dromon Age-Classical Age Type-Light Ships Cost-30 Food 30 Timber Attack-12 Health-145 Strong Against-Fire Ships, Transports Weak Against-Heavy Ships Name-Fire Raft Age-Classical Age Type-Fire Ships Cost-19 Timber 38 Wealth Attack-53 Health-120 Strong Against-Heavy Ships Weak Against-Light Ships Name-Carrack Age-Medieval Age Type-Heavy Ships Cost-38 Timber 38 Metal Attack-24 Health-250 Strong Against-Light Ships, Bombardment Ships Weak Against-Fire Ships Name-Caravel Age-Medieval Age Type-Light Ships Cost-28 Food 28 Timber Attack-13 Health-160 Strong Against-Fire Ships, Transports Weak Against-Heavy Ships Name-Heavy Fire Raft Age-Medieval Age Type-Fire Ships Cost-19 Timber 38 Wealth Attack-62 Health-140 Strong Against-Heavy Ships Weak Against-Light Ships Name-Bomb Vessel Age-Gunpowder Age Type-Bombardment Ships Cost-80 Timber 80 Metal Attack-29 Health-200 Strong Against-Buildings Weak Against-Ships Name-Frigate Age-Gunpowder Age Type-Heavy Ships Cost-60 Timber 60 Metal Attack-26 Health-270 Strong Against-Light Ships, Bombardment Ships Weak Against-Fire Ships Name-Corvette Age-Gunpowder Age Type-Light Ships Cost-30 Food 30 Timber Attack-14 Health-175 Strong Against-Fire Ships, Transports Weak Against-Heavy Ships Name-Fireship Age-Gunpowder Age Type-Fire ships Cost-30 Timber 60 Wealth Attack-71 Health-170 Strong Against-Heavy Ships Weak Against-Light Ships Name-Man O War Age-Enlightenment Age Type-Heavy Ships Cost-60 Timber 60 Metal Attack-29 Health-300 Strong Against-Light Ships, Bombardment Ships Weak Against-Fire Ships, Submarines Name-Sloop Age-Enlightenment Age Type-Light Ships Cost-30 Food 30 Timber Attack-17 Health-200 Strong Against-Fire Ships, Transports Weak Against-Heavy Ships Name-Bomb Ketch Age-Enlightenment Age Type-Bombardment Ships Cost-80 Timber 80 Metal Attack-34 Health-220 Strong Against-Buildings Weak Against-Ships Name-Heavy Fireship Age-Enlightenment Age Type-Fire Ships Cost-30 Timber 60 Wealth Attack-80 Health-210 Strong Against-Heavy Ships Weak Against-Light Ships Name-Dreadnought Age-Industrial Age Type-Heavy Bombardment Ships Cost-140 Metal 90 Oil Attack-35 Health-325 Strong Against-Light Ships, Buildings Weak Against-Submarines, Aircraft Name-Destroyer Age-Industrial Age Type-Light Ships Cost-70 Metal 70 Oil Attack-18(against air and ground units) Health-205 Strong Against-Submarines, Aircraft Weak Against-Heavy Ships Name-Submarine Age-Industrial Age Type-Submarines Cost-80 Wealth 60 Oil Attack-96 Health-250 Strong Against-Heavy Ships, Transports Weak Against-Light Ships, Helicopters Name-Aircraft Carrier Age-Modern Age Type-Aircraft Carrier Cost-650 Wealth 650 Oil Attack-60 Health-600 Strong Against-Heavy Ships, Ground Targets Weak Against-Submarines, Cruisers, Anti-Aircraft Name-Fighter/Bomber (This is the plane the it carries) Age-Modern Age Type-Fighter Aircraft Cost-104 Wealth 104 Oil Attack-43 Health-200 Strong Against-Buildings, Ships Weak Against-Fighters, Anti-Aircraft Name-Jet Fighter/Bomber (This is the other plane it carries) Age-Information Age Type-Fighter/Bomber Cost-104 Wealth 104 Oil Attack-47 Health-240 Strong Against-Buildings, Ships Weak Against-Fighters, Anti-Aircraft Name-Battleship Age-Modern Age Type-Heavy Bombardment Ships Cost-140 Metal 90 Oil Attack-36 Health-335 Strong Against-Light Ships, Buildings Weak Against-Submarines, Aircraft Name-Cruiser Age-Modern Age Type-Light Ships Cost-70 Metal 70 Oil Attack-19(against air and ground units) Health-210 Strong Against-Submarines, Aircraft Weak Against-Heavy Ships Name-Advanced Battleship Age-Information Age Type-Heavy Bombardment Ships Cost-140 Metal 90 Oil Attack-41 Health-375 Strong Against-Light Ships, Buildings Weak Against-Submarines, Aircraft Name-Missile Cruiser Age-Information Age Type-Light Ships Cost-70 Metal 70 Oil Attack-20(against air and ground units) Health-215 Strong Against-Submarines, Aircraft Weak Against-Heavy Ships Name-Attack Submarine Age-Information Age Type-Submarines Cost-80 Wealth 60 Oil Attack-103 Health-290 Strong Against-Heavy Ships, Transports Weak Against-Light Ships, Helicopters --------------------------------------------------------------------------- 5e. Airbase Units --------------------------------------------------------------------------- Name-Bi-plane Age-Industrial Age Type-Fighter Aircraft Cost-90 Wealth 90 Oil Attack-39 Health-118 Strong Against-Aircraft Weak Against-Fighters, Anti-Aircraft Name-Bomber Age-Modern Age Type-Bomber Aircraft Cost-110 Wealth 110 Oil Attack-43 Health-300 Strong Against-Buildings, Ships Weak Against-Fighters, Anti-Aircraft Name-Helicopter Age-Modern Age Type-Helicopters Cost-90 Wealth 90 Oil Attack-14 Health-95 Strong Against-Tanks, Artillery, Submarines Weak Against-Fighters, Anti-Aircraft Name-Fighter Age-Modern Age Type-Fighter Aircraft Cost-90 Wealth 90 Oil Attack-35 Health-138 Strong Against-Aircraft Weak Against-Fighters, Anti-Aircraft Name-Jet Fighter Age-Information Age Type-Fighter Aircraft Cost-90 Wealth 90 Oil Attack-46 Health-140 Strong Against-Aircraft Weak Against-Fighters, Anti-Aircraft Name-Strategic Bomber Age-Information Age Type-Bomber Aircraft Cost-110 Wealth 110 Oil Attack-52 Health-340 Strong Against-Buildings, Ships Weak Against-Fighters, Anti-Aircraft Name-Attack Helicopter Age-Information Age Type-Helicopters Cost-90 Wealth 90 Oil Attack-20 Health-130 Strong Against-Tanks, Artillery, Submarines Weak Against-Fighters, Anti-Aircraft Name-Advanced Fighter Age-Global Prosperity Type-Fighter Aircraft Cost-63 Wealth 63 Oil Attack-50 Health-155 Strong Against-Aircraft Weak Against-Cruisers, Anti-Aircraft Name-Stealth Bomber Age-Global Prosperity Type-Bomber Aircraft Cost-77 Wealth 77 Oil Attack-60 Health-380 Strong Against-Buildings, Ships Weak Against-Fighters --------------------------------------------------------------------------- 5f. Missiles --------------------------------------------------------------------------- Name-V2 Rocket Age-Industrial Age Type-Conventional Missiles Cost-95 Knowledge 95 Oil Attack-N/A Health-N/A Strong Against-Buildings, Ships Weak Against-Wonders Name-Nuclear Missile Age-Modern Age Type-Nuclear Missiles Cost-475 Knowledge 570 Oil Attack-N/A Health-N/A Strong Against-Groups of enemies, Groups of buildings Weak Against-Aircraft, Fast moving units Name-Cruise Missile Age-Information Age Type-Conventional Missiles Cost-100 Knowledge 100 Oil Attack-N/A Health-N/A Strong Against-Buildings, Ships Weak Against-Wonders Name-Nuclear ICBM Age-Information Age Type-Nuclear Missile Cost-750 Knowledge 900 Oil Attack-N/A Health-N/A Strong Against-Matter Weak Against-Nothing --------------------------------------------------------------------------- 5g. Fortress Units --------------------------------------------------------------------------- Name-General Age-Classical Age Type-General Cost-80 Wealth 80 Metal Attack-None Health-109 Craft-1000 Strong Against-N/A Weak Against-N/A Name-Spy Age-Medieval Age Type-Spy Cost-50 Wealth 50 Metal Attack-None Health-15 Craft-1000 Strong Against-N/A Weak Against-N/A ============================================================================== 6. Civilian Units ============================================================================== Here is how this part of the guide will look Name-This will be the name of the unit Cost-This will be the cost of the unit Health-This will be how many Hit points this unit has Purpose-This will be what purpose this unit serves Attack-This will be the attack power of the unit(only for militia) Name-Citizen Cost-20 Food Health-40 Purpose-Constructs buildings, gathers resources Name-Caravan Cost-10 Food 30 Wood Health-90 Purpose-Allows trading between towns and nations to gain wealth Name-Merchant Cost-30 Wood 10 Wealth Health-90 Purpose-Allows you to gain the bonuses of rare resources Name-Scholar Cost-30 Wealth Health-50 Purpose-Gathers knowledge at universities Name-Militia Cost-N/A Health-50 Purpose-Functions as a military unit Attack-10 =========================================================================== 7. Credits =========================================================================== Well that is my guide I hope it helps you. I want to thanks GAMEFAQS for hosting this (hopefully), Big Huge games for making this game, All my friends on the message boards, Everyone on the Random Insanity message board, Especially Jammerbam, ericlovesayuumu (So many alternate accounts not going to list them here), and nicomicsrule, And I really want to thank LivingNightmare185 on the FAQ help board For hosting my FAQ. =========================================================================== 8. Contact Info =========================================================================== If you find any mistakes in this guide, Be they small spelling errors or major information errors Feel free to e-mail me at weathernut27@yahoo.com Just put something noticeable but not offensive in the topic title In-case your e-mail ends up in my spam folder. Also if anybody wants to do some ASCII art for this guide I would really Appreciate it and would credit you in the guide. =========================================================================== 9. Copyright =========================================================================== This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Web Sites currently permitted to host this document are: GameFAQS Neoseeker