Nation FAQ for Rise of Nations
                                 Version 2.0
                            Last updated: 7/10/04
			        By Octoferret


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                               Table of Contents
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1. Original Game Nations
2. Expansion Pack Nations

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                             1. Original Game Nations
===============================================================================

The British, Chinese, Greeks, Maya, Romans, Russians and Spanish have different
abilities in Thrones & Patriots than they do in the original game. This section
of the FAQ has their abilities in the original game listed. To see their
abilities in Thrones & Patriots, refer to that section.

------
Aztecs
------
Power of Sacrifice

Unique Units:
- Atl-Atls: Ancient Age Light Infantry that is fast, cheap and short-ranged.
  Faster and tougher than slingers.
- Royal Atl-Atls: Classical Age Light Infantry that is fast, cheap and
  short-ranged. Faster and tougher than Javelineers.
- Xopilli Atl-Atls: Medieval Age Light Infantry that is fast, cheap and
  short-ranged. Faster and tougher than Elite Javelineers.
- Jaguar Infantry: Modern Age Modern Infantry that is faster and has a stronger
  attack than the normal Modern Infantry.
- Jaguar Assault Infantry: Information Age Modern Infantry that is faster and
  has a stronger attack than normal Modern Infantry.

Abilities:
- Gain 15 extra resources per age when a Barracks, Stable or Dock unit kills an
  enemy (Maximum of 60 extra resources)
- Plunder from enemy buildings is doubled
- Start the game with one Military research at the Library
- Receive free Light Infantry when you build a Barracks (One at start, two with
  Classical Age plus Military research, and three with Gunpowder Age plus three
  Military Research)


-----
Bantu
-----
Power of Migration

Unique Units:
- Umpakati: Ancient Age Light Infantry that is fast, cheap, short-ranged and
  slightly stronger than Slingers. Are created faster than Slingers.
- Yangombi Umpakati: Classical Age Light Infantry that is fast, cheap,
  short-ranged and is slightly stronger than Javelineers. Are created faster
  than Javelineers.
- Impi: Medieval Age Light Infantry that is fast, cheap, short-ranged and
  slightly stronger than Elite Javelineers. Are created faster than Elite
  Javelineers.
- Hawk Fighter: Modern Age Fighter Aircraft that is more powerful against
  enemy aircraft and infantry than the normal Fighter.
- Eagle Fighter: Information Age Fighter Aircraft that is more powerful against
  enemy aircraft and infantry than the normal Jet Fighter.

Abilities:
- +1 City Limit (After getting one Civic research at the Library)
- Cities are 75% cheaper
- +100% Population Limit. May exceed the maximum limit by 25%
- Barracks units and Citizens move 25% faster
- Military research is not required for unit upgrades


-------
British
-------
Power of Empire

Unique Units:
- Longbowmen: Classical Age Foot Archers that are more effective against enemy
  Heavy Infantry.
- King's Longbowmen: Medieval Age Foot Archers that are more effective against
  enemy Heavy Infantry.
- King's Yeomanry: Gunpowder Age Foot Archers that are extremely effective
  against enemy Heavy Infantry.
- Highlanders: Enlightenment Age Gunpowder Infantry that is particularly
  effective against all forms of infantry.
- Black Watch: Industrial Age Gunpowder Infantry that is particularly effective
  against all forms of infantry.
- Lancaster Bomber: Modern Age Bomber that is more powerful against enemy
  buildings than normal Bombers, but it is also somewhat inaccurate.

Abilities:
- +25% Commerce Cap
- Receive double income from Taxation
- Ships are created 33% faster
- Get one free Fishing Boat whenever you build a new Dock
- Receive Foot Archer upgrades for free
- +2 range to Forts and Towers
- Anti-Aircraft units and buildings are 25% cheaper and are created 33% faster


-------
Chinese
-------
Power of Culture

Unique Units:
- Fire Lances: Medieval Age Gunpowder Infantry that is the earliest gunpowder
  unit and is effective against Heavy Infantry.
- Heavy Fire Lances: Gunpowder Age Gunpowder Infantry with better range than
  ordinary Gunpowder Infantry
- Manchu Musketeers: Enlightenment Age Gunpowder Infantry that is powerful in
  quantity but slow-firing. Is cheap and quick to create.
- Manchu Riflemen: Industrial Age Gunpowder Infantry that is powerful and
  accurate but also cheap and quick to create.
- Manchu Infantry: Modern Age Modern Infantry that can rapidly fire, and is
  cheap and quick to create.

Abilities:
- Science research at the library is 20% cheaper
- Receive Herbal Lore, Medicine and Pharmaceuticals upgrades for free
- Start the game with a Large City
- All new cities you build will be Large Cities
- Citizens, Merchants and Caravans are created instantly


---------
Egyptians
---------
Power of the Nile

Unique Units:
- Chariot: Classical Age Ranged Cavalry that can fire while moving, is fast and
  effective against all other Ranged Cavalry.
- Light Camel: Classical Age Light Cavalry that is extremely fast
- Heavy Chariot: Medieval Age Ranged Cavalry that can fire while moving, is
  fast and effective against all other Ranged Cavalry.
- Camel Warrior: Medieval Age Light Cavalry that is extremely fast
- Mameluke: Gunpowder Age Ranged Cavalry that can fire while moving, and is
  effective against all other Ranged Cavalry.
- Elite Camel Warrior: Gunpowder Age Light Cavalry that is extremely fast
- Royal Mameluke: Enlightenment Age Ranged Cavalry that can fire while moving
  and is effective against all other Ranged Cavalry.

Abilities:
- Start with a Granary
- All Granary upgrades are free
- Food Commerce limit +10%
- 7 Farms can be built for each city
- Farms generate +2 Wealth
- Wonders are 25% cheaper
- Wonders can be built one age earlier
- Two Wonders can be built in each city


------
French
------
Power of Leadership

Unique Units:
- Chevalier: Classical Age Heavy Cavalry that is powerful, armored and also
  stronger, tougher and faster than normal Heavy Cavalry
- Heavy Chevalier: Medieval Age Heavy Cavalry that is powerful, armored and
  also stronger, tougher and faster than normal Heavy Cavalry
- Horse Grenadier: Gunpowder Age Heavy Cavalry that is powerful, armored and
  also stronger, tougher and faster than normal Heavy Cavalry
- Horse Guard Grenadier: Enlightenment Age Heavy Cavalry that is powerful,
  armored and also stronger, tougher and faster than normal Heavy Cavalry 

Abilities:
- Receive a free General each time you build a Fort
- Supply Wagons heal your troops
- Receive a free Supply Wagon each time you build a new Siege Factory or
  Factory
- Siege Factory and Factory units 25% cheaper and are created 50% faster
- Siege Factory and Factory units move faster
- Free Lumber Mill upgrades
- Woodcutters +2 Citizens (?)
- Timber Commerce limit +10%


-------
Germans
-------
Power of Industry

Unique Units:
- Solduri: Ancient Age Heavy Infantry melee unit that is powerful and slow but
  also tougher and faster to build than Hoplites.
- Barbarians: Classical Age Heavy Infantry melee unit that is powerful and slow
  but also tougher and faster to build than Phalanx.
- Vandals: Medieval Age Heavy Infantry melee unit that is powerful and slow but
  also tougher and faster to build than Pikemen.
- Landsknechts: Gunpowder Age Heavy Infantry melee unit that is powerful and
  slow but tougher and faster to build than Elite Pikemen.
- MG42: Modern Age Machine Guns that moves slowly but is very powerful against
  enemy infantry
- Tiger Tank: Modern Age Tank that is armored and more powerful than normal
  tanks
- Volksgrenadiers: Modern Age Modern Infantry that is fast, powerful,
  rapid-firing and slightly tougher and faster than normal infantry.
- Leopard Tank: Information Age Tank that is heavily armored and more powerful
  than normal tanks

Abilities:
- Granary, Lumber Mill and Smelter upgrades are 50% cheaper and available
  sooner
- Cities gather an extra +5 Food, Timber and Metal
- Building completion bonuses +50%
- Fireships and Submarines are built 33% faster and 25% cheaper
- Air units built 33% faster
- Each Airbase you build comes with two free Fighters


------
Greeks
------
Power of Philosophy

Unique Units:
- Companions: Classical Age Heavy Cavalry that is powerful, armored and faster
  than normal Heavy Cavalry.
- Royal Companions: Medieval Age Heavy Cavalry that is powerful, armored and
  faster than normal Heavy Cavalry.
- Stratiotai: Gunpowder Age Heavy Cavalry that is powerful, armored and faster
  than normal Heavy Cavalry.
- Royal Stratiotai: Enlightenment Age Heavy Cavalry that is powerful, armored
  and faster than normal Heavy Cavalry.

Abilities:
- Library research costs are 10% cheaper (Except for Knowledge)
- Library research is 100% faster
- Can build Universities right away
- Libraries and Universities are 50% cheaper


----
Inca
----
Power of Gold

Unique Units:
- Inti Clubmen: Classical Age Light Infantry that is fast, cheap and effective
  against enemy mounted units.
- Inti Macemen: Medieval Age Light Infantry that is fast, cheap and effective
  against enemy mounted units.
- Mortar: Enlightenment Age Artillery that is expensive and slow-moving, but
  particularly effective against buildings and infantry at long ranges.
- Siege Mortar: Industrial Age Artillery that is expensvie and slow-moving, but
  particularly effective against buildings and infantry at long ranges.

Abilities:
- Mines produce Wealth in addition to Metal
- Wealth Commerce limit +33%
- You receive a 25% refund of a unit's cost when a unit is killed by an enemy


--------
Japanese
--------
Power of Honor

Unique Units:
- Ashigaru Spearmen: Ancient Age Heavy Infantry melee unit that is powerful and
  slow but also stronger and tougher than Hoplites.
- Bushi: Classical Age Heavy Infantry melee unit that is powerful and slow but
  also stronger and tougher than Phalanx.
- Elite Bushi: Medieval Age Heavy Infantry melee unit that is powerful and slow
  but also stronger and tougher than Pikemen.
- Samurai: Gunpowder Age Heavy Infantry melee unit that is powerful and slow
  but also stronger and tougher than Elite Pikemen.
- Gun Samurai: Enlightenment Age Heavy Infantry unit that is short-ranged, slow
  and powerful but stronger and tougher than Fusiliers,

Abilities:
- Barracks units are created 7% cheaper and 10% faster for each Age plus
  Military research
- Barracks units do 5% extra damage against buildings for each Age plus
  Military research
- Ships are 10% cheaper
- Aircraft Carriers are created 33% faster
- Farms are 50% cheaper
- Farms and Fisherman produce +25% resources


-------
Koreans
-------
Power of Tradition

Unique Units:
- Flaming Arrow: Ancient and Classical Age Artillery that is expensive and
  slow, but more effective against buildings than the Catapult.
- Hwarang: Ancient Age Foot Archers that are stronger and tougher than normal
  Bowmen.
- Elite Hwarang: Classical Age Foot Archers that are stronger and tougher than
  normal Archers.
- Royal Hwarang: Medieval Age Foot Archers that are stronger and tougher than
  normal Crossbowmen.
- Heavy Flaming Arrow: Medieval Age Artillery that is expensive and slow, but
  more effective against buildings than the Trebuchet.
- Elite Royal Hwarang: Gunpowder Age Foot Archers that are stronger and
  tougher than all bow-armed units.

Abilities:
- Start with a Temple and receive Religion upgrades for free
- Start with an extra Citizen, receive 3 extra citizens for your next city and
  5 extra Citizens for all future cities
- Repairs are done 50% faster
- Buildings that are under attack can be repaired without any penalties
- Receive Militia, Minuteman and Partisan upgrades for free
- Towers are 33% cheaper


----
Maya
----
Power of Architecture

Unique Units:
- Balamob Slingers: Ancient Age Light Infantry that is fast, cheap,
  short-ranged and is extremely effective against enemy Light Infantry. 
- Royal Balamob Slingers: Classical Age Light Infantry that is fast, cheap,
  short-ranged and is extremely effective against enemy Light Infantry.
- Eagle Balamob Slingers: Medieval Age Light Infantry that is fast, cheap,
  short-ranged and is extremely effective against enemy Light Infantry.
- Recoilless Gun: Modern Age Heavy Infantry that is particularly effective
  against all vehicles
- Dragon AT Missile: Information Age Heavy Infantry that is particularly
  effective against all vehicles

Abilities:
- Cities, Towers and Forts fire extra arrows/bullets, including Cities with no
  garrisoned units
- Buildings are 50% tougher and are built 50% faster
- All buildings except for Wonders are 20% faster to build
- Buildings that are not military buildings or Wonders cost 33% less Timber


-------
Mongols
-------
Power of the Horde

Unique Units:
- Nomads: Classical Age Ranged Cavalry that can fire while moving, is fast and
  is effective against enemy Light Infantry.
- Steppe Nomads: Medieval Age Ranged Cavalry that can fire while moving, is
  fast and is effective against enemy Light Infantry.
- Horde: Gunpowder Age Ranged Cavalry that can fire while moving, is fast and
  effective against enemy Light Infantry and Musket Infantry.
- Golden Horde: Enlightenment Age Ranged Cavalry that can fire while moving, is
  fast and is effective against enemy Musket Infantry.

Abilities:
- Receive free Ranged Cavalry whenever you build a Stable or Auto Plant (One at
  the start, two with two Military research and three with three Military
  research)
- Mounted units are 10% cheaper and are created 20% faster
- Receive +1 Food for each percentage of the world controlled multiplied by
  half of the number of nations
- Attrition damage to your units is reduced by 50%
- Receive Forage/Supply/Logistics Research for free


-------
Nubians
-------
Power of Trade

Unique Units:
- Kushite Archers: Classical Age Foot Archers that are highly effective against
  enemy archers.
- Camel Archers: Classical Age Ranged Cavalry that can fire while moving and
  are effective against enemy Light Infantry.
- Royal Kushite Archers: Medieval Age Foot Archers that are highly effective
  against enemy archers.
- Heavy Camel Archers: Medieval Age Ranged Cavalry that can fire while moving
  and are effective against enemy Light Infantry.
- Apedemak Kushite Archers: Gunpowder Age Foot Archers that are highly
  effective against enemy archers.
- Camel Raiders: Gunpowder Age Ranged Cavalry that can fire while moving.
- Camel Corps: Enlightenment Age Ranged Cavalry that can fire while moving.

Abilities:
- Merchants in your territory collect +50% base resources
- You see all rare resources in your territory
- +1 Caravan limit
- You start with a Market and can always trade resources with a +20/-20 price
  bonus
- Merchants, Caravans and Markets are 50% cheaper and have 50% more hit points


------
Romans
------
Power of Caesar

Unique Units:
- Legions: Classical Age Heavy Infantry melee unit that is powerful, slow and
  extremely effective against enemy Heavy Infantry.
- Caesar's Legions: Medieval Age Heavy Infantry melee unit that is powerful,
  slow and extremely effective against enemy Heavy Infantry.
- Praetorian Guards: Gunpowder Age Heavy Infantry melee unit that is powerful,
  slow and extremely effective against enemy Heavy Infantry.
- Tank Destroyer: Modern Age Ranged Cavalry that is lightly armored, can fire
  while moving and is particularly effective against vehicles.
- Tank Killer: Information Age Ranged Cavalry that is lightly armored, can fire
  while moving and is particularly effective against vehicles.

Abilities:
- Forts and Towers are 25% cheaper, 50% faster to build
- Forts have +3 influence on borders
- Heavy Infantry is created 10% faster and is 10% cheaper
- Receive free Heavy Infantry whenever you build a new Barracks (One with
  Classical Age, two with Gunpowder Age plus three Military research and three
  with Industrial Age plus five Military research)
- Cities gather an extra +15 wealth


--------
Russians
--------
Power of the Motherland

Unique Units:
- Rusiny Lancers: Medieval Age Light Cavalry that is extremely fast and cheaper
  and faster to build than normal Light Cavalry.
- Cossacks: Gunpowder Age Light Cavalry that is extremely fast and cheaper and
  faster to build than normal Light Cavalry.
- Don Cossacks: Enlightenment Age Light Cavalry that is extremely fast and
  cheaper and faster to build than normal Light Cavalry.
- Red Guards Infantry: Modern Age Modern Infantry that is fast, powerful,
  rapid-firing and slightly cheaper than normal infantry.-
  T80 Tank: Information Age Tank that is heavily armored, extremely powerful,
  hard to destroy except with heavy weapons and is cheaper than a normal tank
- Katyusha Rocket: Modern Age Artillery that is powerful and has a wide
  explosive effect, making it very effective against enemy infantry
- Shock Infantry: Information Age Modern Infantry that is fast, powerful,
  rapid-firing and cheaper and stronger than normal infantry.

Abilities:
- Attrition damage to enemy units in your territory is increased by 100%
- Attrition upgrades are free
- +1 to National Borders with each Civic research
- Start with one free Civic research at the Library
- Spies are half price
- Cavalry units do +25% damage to enemy Supply and Artillery units
- Spies are 50% cheaper
- Spies stay hidden after using a special ability
- +20% oil gathering

-------
Spanish
-------
Power of Discovery

Unique Units:
- Scutari: Classical Age Heavy Infantry melee unit that is powerful, slow and
  extremely effective against enemy mounted troops.
- Royal Scutari: Medieval Age Heavy Infantry melee unit that is powerful, slow
  and extremely effective against enemy mounted troops.
- Tercios: Gunpowder Age Heavy Infantry short-ranged unit that is slow,
  powerful and extremely effective against enemy mounted troops.
- Royal Tercios: Enlightenment Age Heavy Infantry short-ranged unit that is
  slow, powerful and extremely effective against enemy mounted troops.

Abilities:
- The map begins revealed (In 'Revealed Map' games you receive an extra Scout)
- Start the game with an extra Scout
- Scout line recieves +3 line-of-sight
- Scount line upgrades are free
- Scout line uses special abilities faster
- Until the Industrial Age, receive a free Heavy Ship when you complete a dock
- Gain 30 resources from Ruins and +35 for Science level


-----
Turks
-----
Power of Siege

Unique Units:
- Janissaries: Gunpowder Age Gunpowder Infantry that is stronger and faster
  than normal Gunpowder Infantry
- Basilica Bombard: Gunpowder Age Artillery that is expensive and slow-moving,
  but also extremely effective against enemy infantry and buildings at long
  ranges.
- Royal Janissaries: Enlightenment Age Gunpowder Infantry that is stronger and
  faster than normal Gunpowder Infantry
- Basilica Cannon: Enlightenment Age Artillery that is expensive and
  slow-moving, but particularly effective against enemy buildings and infantry
  at long ranges.

Abilities:
- All siege, artillery and bombardment units have +3 range and +3 line-of-sight
- Receive two free siege units when you build a Siege Factory or Factory
- Citizens are 33% cheaper
- Conquered cities assimilate 200% faster
- Siege units upgrade for free
- Military research is 33% cheaper at the Library


===============================================================================
                            2. Expansion Pack Nations
===============================================================================

The British, Chinese, Greeks, Maya, Romans, Russians and Spanish have different
abilities in Thrones & Patriots than they do in the original game. All of those
nations are relisted in this section of the FAQ with the abilities they have in
Thrones & Patriots listed (Their unique units are not relisted)

---------
Americans
---------
Power of Innovation

Unique Units:
- Continental Marines: Enlightenment Age Gunpowder Infantry that is powerful in
  quantity but somewhat slow-firing. Marine Transports are faster and tougher
  than normal, and Marine units automatically Entrench after being idle for
  five seconds.
- Marine Rifleman: Industrial Age Gunpowder Infantry that is powerful and
  accurate. Marine Transports are faster and tougher than normal, and Marine
  units automatically Entrench after being idle for five seconds.
- Marine Infantry: Modern Age Modern Infantry that is fast, powerful,
  rapid-firing and accurate. Marine Transports are faster and tougher than
  normal, and Marine units automatically Entrench after being idle for five
  seconds.
- Assault Marines: Information Age Modern Infantry that is fast, powerful and
  rapid-firing. Marine Transports are faster and tougher than usual, and Marine
  units automatically Entrench after being idle for five seconds.

Abilities:
- First Wonder is built instantaneously if no other nation is building it
  (Space Program and Supercollider excluded)
- Governments are free 
- Start with free Science research
- Each new University starts with one free scholar
- Aircraft and Aircraft Carriers are 20% cheaper
- Receive two free Bombers at each Airbase built from the Modern Age onwards
- 25% cheaper ground unit upgrades
- Receive +3 Food, Timber, Metal and Wealth for every non-Scout barracks unit
  that isn't garrisoned


-------
British
-------

Thrones & Patriots Abilities:
- +25% Commerce Cap
- Receive double income from Taxation
- Taxation upgrades are 50% cheaper
- Ships are created 33% faster
- Get one free Fishing Boat whenever you build a new Dock
- Receive Foot Archer upgrades for free
- Receive free Archers whenever you build a new Barracks (One at start, two
  Medieval Age and three with Gunpowder Age)
- +2 range to Forts and Towers
- Anti-Aircraft units and buildings are 25% cheaper and are created 33% faster


-------
Chinese
-------

Thrones & Patriots Abilities:
- Science research at the library is 25% cheaper
- Receive Herbal Lore, Medicine and Pharmaceuticals upgrades for free
- Start the game with a Large City
- All new cities you build will be Large Cities
- Citizens, Merchants and Caravans are created instantly

-----
Dutch
-----
Power of Commerce

Unique Units:
- Brig: Medieval Age Light Ship that is fast, but lightly armed and is good for
  scouting and intercepting enemy transports. Stronger, faster and tougher than
  normal Caravels.
- Fluyt: Gunpowder Age Light Ship that is fast, but lightly armed and is good
  for scouting and intercepting enemy transports. Stronger, faster and tougher
  than normal Corvettes.
- Clipper: Enlightenment Age Light Ship that is fast, but lightly armed and is
  good for scouting and intercepting enemy transports. Stronger, faster and
  tougher than normal Sloops.
- Armed Merchant: Unique Merchant unit that has limited firepower that improves
  with each age.
- Armed Caravan: Unique Caravan unit that has limited firepower that improves
  with each age. Is immune to bribery.

Abilities:
- Start with free Commerce research at Library
- Receive 25% discount on all future Commerce research
- Start with a Market and two Merchants
- For every 100 of each resource (Except Knowledge) that you have beyond the
  starting level, receive +5 of that resource for up to +50 above your Commerce
  Cap
- Receive 2 Light Ships whenever you build a Dock
- Ship Upgrades are 10% cheaper


------
Greeks
------

Thrones & Patriots Abilities:
- Library research costs are 10% cheaper (Except for Knowledge)
- Library research is 100% faster
- Can build Universities right away
- Libraries and Universities are 25% cheaper


-------
Indians
-------
Power of Majesty

Unique Units:
- War Elephant: Classical Age melee unit that is slow and powerful.
- Mahout: Medieval Age melee unit that is powerful and slow.
- Gun Mahout: Gunpowder Age melee unit that is powerful and slow.
- Culverin Mahout: Enlightenment Age melee unit that is powerful and slow.

Abilities:
- Wonders, Towers, Lookouts, and Forts raise in price at half the normal rate,
  all other buildings except for Cities (Which raise at the normal rate) do not
  have a cost raise
- +4 City economic radius
- Caravan income is raised by 15%
- War Elephant units are 15% cheaper
- War Elephant upgrades are free


--------
Iroquois
--------
Power of the Nation

Unique Units:
- Iroquois Scout: Ancient Age Scout that is faster, tougher and has a better
  line-of-sight than normal Scouts.
- Spearmen: Ancient Age Heavy Infantry that is powerful and faster than
  Hopliets in friendly territory but slow otherwise.
- Mohawk Spearmen: Classical Age Heavy Infantry that is powerful and faster
  than Phalanx in friendly territory but slow otherwise.
- Heavy Mohawk Spearmen: Medieval Age Heavy Infantry that is powerful and
  faster than Pikemen in friendly territory but slow otherwise.
- Elite Mohawk Spearmen: Gunpowder Age Heavy Infantry that is powerful and
  faster than Elite Pikemen in friendly territory but slow otherwise.

Abilities:
- Receive one free Scout with each Barracks built
- Scouts get free upgrades and can move through forests
- The first Senate you build is free and is built instantly
- Woodcutters gather +2 food
- Military units and Scouts are hidden when in friendly territory and when they
  are not attacking
- All units heal when not moving or attacking when in friendly territory
- Barracks units have +10% hit points


------
Lakota
------
Power of the Plains

Unique Units:
- Sunka Wakan: Classical Age Ranged Cavalry that is fast and can fire while
  moving. They give you plunder each time they damage an enemy building used
  for resource gathering.
- Eagle Feather Horse: Medieval Age Ranged Cavalry that is fast and can fire
  while moving. They give you plunder each time they damage an enemy building
  used for resource gathering.
- Musket Horse: Gunpowder Age Ranged Cavalry that is fast and can fire while
  moving. They give you plunder each time they damage an enemy building used
  for resource gathering.
- Repeating Rifle Horse: Enlightenment Age Ranged Cavalry that is fast and can
  fire while moving. They give you plunder each time they damage an enemy
  building used for resource gathering.

Abilities:
- Receive +4 Food for every Citizen, Scout and non-garrisoned Calvary unit
  instead of building Farms and Granaries
- Farms and Granaries in captured enemy cities are instantly destroyed
- Borders are invisible to enemies
- Can construct buildings anywhere except in territory controlled by an enemy
- Ranged Cavalry upgrades are free


----
Maya
----

Thrones & Patriots Abilities:
- Cities, Towers and Forts fire extra arrows/bullets, including Cities with no
  garrisoned units
- Buildings are 20% tougher
- All buildings except for Wonders are 20% faster to build
- Buildings that are not military buildings or Wonders cost 20% less Timber

--------
Persians
--------
Power of Ceremony

Unique Units:
- Immortal: Ancient Age Heavy Industry that is powerful, but slow. Slightly
  weaker than Hopliters, but can fire at range.'
- Anusiya: Classical Age Heavy Infantry that is powerful, but slow. Slightly
  weaker than normal Phalanx, but can fire at range.
- War Elephant: Classical Age melee unit that is slow and powerful.
- Athanatoi: Classical Age Heavy Infantry that is powerful, but slow. Slightly
  weaker than normal Pikemen, but can fire at range.
- Mahout: Medieval Age melee unit that is powerful and slow.
- Arquebus Immortal: Medieval Age Heavy Infantry that is powerful, but slow.
  Slightly weaker than normal Pikemen.
- Gun Mahout: Gunpowder Age melee unit that is powerful and slow.
- Culverin Mahout: Enlightenment Age melee unit that is powerful and slow.

Abilities:

- Start with 50% bonus Food
- The second City built acts as a second capital; both must be captured to
  eliminate you in capital elimination games and both cities receive the
  capital border bonus
- Civic research is 30% cheaper
- Taxation upgrades are free
- You always have the maximum number of Caravans allowed


------
Romans
------

Thrones & Patriots Abilities:
- Forts are 25% cheaper, 50% faster to build, get free upgrades and have +3
  influence on borders
- Heavy Infantry is created 10% faster and is 10% cheaper
- Start with one Military research at the Library
- Receive free Heavy Infantry whenever you build a new Barracks (One with
  Classical Age, two with Gunpowder Age plus three Military research and three
  with Industrial Age plus five Military research)
- Cities gather an extra +15 wealth


--------
Russians
--------

Thrones & Patriots Abilities:
- Attrition damage to enemy units in your territory is increased by 100%
- Attrition upgrades are free
- +1 to National Borders with each Civic research
- Start with one free Civic research at the Library
- Spies are half price
- Cavalry units do +25% damage to enemy Supply and Artillery units
- Plunder from Russian buildings goes to the Russians, not to the enemy who
  plundered them
- +20% oil gathering


-------
Spanish
-------

Thrones & Patriots Abilities:
- The map begins revealed (In 'Revealed Map' games you receive an extra Scout)
- Start the game with an extra Scout
- Scout units are upgraded for free and uses abilities faster
- Until the Industrial Age, receive a free Heavy Ship when you complete a dock
- Gain 30 resources from Ruins and +26 for Science level