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


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1. Explanation of Game
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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.


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2. Military Buildings
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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


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3. Civilian Buildings
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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


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4. Wonders
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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)


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5. Military Units
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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

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5a. Barracks Units
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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

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5b. Stable/Auto Plant Units
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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