Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Rise of Humankind - The Calm and The Storm
Tark  [developer] 27 Sep, 2021 @ 11:41am
Additional info on new and old unit classes
  • Unit-Types have different classes with vastly different properties
  • Classes of each unit are written in the description
  • All ranged units have varying degrees of accuracy, which makes melee units much more valuable (especially in early ages)
  • All ranged units with flaming arrows and melee infantry get bonus damage against buildings
  • All ramping costs have been removed except for vehicles, which cost more and more oil the more you build
  • All old entries in the balance.xml have been replaced with a new system to accompany the different properties of the newly categorized unit types
  • I tried to remove as many of the old damage modifiers of certain units against others as much as possible, even the hardcoded ones, to allow each unit to fulfill their role not with damage modifiers, but by actually having stats that reflect what they are meant to do

Infantry
  • All infantry squads are now single units
Classes:

  • Light:
    • Slingers: much stronger and at times even better than archers, but take a long time to train and have a slow attack. Depending on what you are going for slingers might even still be viable in classical age
    • Javelineers: replaces slingers and is a downgrade stat-wise, but is much quicker to produce
    • (Light Spear Infantry: good against cavalry, weak against sword infantry, only available as unique units, has higher HP than ranged infantry, only available as unique units to some nations)
    • Light Sword Infantry: weak against cavalry, good against spear infantry, only available as unique units, has higher HP than ranged infantry, only available as unique units to some nations
    • Light Gunpowder Infantry: cheap to produce with high attack, but starts out very inaccurate and slow. Gets much better on it’s way to Information Age

  • Heavy:
    • Heavy Spear Infantry: good against cavalry, weak against sword infantry, has higher HP than ranged infantry
    • Heavy Sword Infantry: weak against cavalry, good against spear infantry, only available as unique units, has higher HP than ranged infantry, only available as unique units to some nations
    • Heavy Gunpowder Infantry: anti-cavalry with high damage and armor but slow attack and small range. In Enlightenment Age they are cheaper than their light infantry counterparts, to reflect their role as mass-produced Line Infantry
    • Anti-Armor Infantry: Coming from Heavy Gunpowder Infantry, they have incredibly high damage but very low attack speed and low range, making them perfect to fight against heavily armored vehicles. They gain splash damage in Modern Age, turning them into strong anti-infantry units as well as long as they get the first strike.

  • Ranged:
    • Archers: High damage and good against armor, get replaced by gunpowder infantry in that regard. Is also alternative to crossbow for some Nations, has less damage but higher range in comparison
    • Crossbows: counters gunpowder infantry because of higher range and faster attack
    • Machineguns: expensive and slow infantry teams that can take out bigger amounts of light infantry with their high damage and long range

  • Support:
    • Spies, Scouts, Generals: They remain the same as in Vanilla, however Generals are now more expensive
    • Clerics: Religious units that differ from nation to nation and are usually a cost-effective way to get access to abilities that usually only Supply Wagons, Spies, Scouts or Generals possess

  • Specials:
    • Flamethrowers: cheap and the only infantry with an oil cost, has short range and a 4x damage buff against buildings. Also ejects any units stationed inside a building, just like in the base game
    • Militia: recruitable from civilians and slightly weaker than light infantry. Dies very quickly in enemy territory
    • Power Armor: Durable and expensive infantry, excels at supporting artillery in taking cities and in performing war crimes against civilian units
    • Misc Special Infantry: Generals, Spies, Scouts and varying religious units (Clerics), which are usually available as unique units and differ from nation to nation, that are able to use abilities

Cavalry
  • Has less HP and is more expensive than infantry, but has higher attack and moves faster
  • Results in cavalry being precision tool, do not just send them in and leave them in battle, they need to be microed
  • Every type of tank from the industrial age onward has its own properties that are based on their actual performance in real-life

Classes:

  • Light:
    • Light Cavalry: very quick and low armored cavalry to rush ranged infantry behind spear-infantry lines or kill important targets
    • Light Combat Vehicles: quick cars with good armor and machineguns, can easily fight against all types of infantry but may struggle with anti-vehicle units
    • Anti-Armor Combat Vehicles: quick cars with good armor and equipped with a gun against other armored cars, however it is useless against tanks because of their high armor

  • Heavy:
    • Heavy Cavalry: heavily armored, higher HP than light cavalry, strong against any other kind of cavalry or non-spear infantry
    • Tanks: *extremely* slow but heavily armored, need to be protected from anti-tank infantry but can withstand ordinary infantry and machineguns relatively well. Use forced march or forward factories to get them to the front in time
    • Modern Tanks: fast and powerful version of the tank, still should be protected from anti-tank infantry, is able to easily destroy armored cars of all kind and support infantry and artillery in sieges
    • Elephants: Early tank-like units that can take a beating, but are still weak to any spear infantry.

  • Ranged:
    • Archer Cavalry: quick and strong archers that can easily stay out of range of other units, perfect for microing while your infantry is doing the heavy lifting
    • Gunpowder Cavalry: usually short ranged and quick cavalry with high damage that can give an edge to attacking power and support melee infantry

  • Specials:
    • Future Tanks: Extremely heavy tanks that are able to withstand a lot of damage.
    • Future Walkers: Relatively slow but strong machines with differing individual roles and stats.

  • Support:
    • Anti-Aircraft: Vehicles that are usually slightly weaker than stationary AA.
    • Supply Wagons: Not only do they provide the necessary logistics for your army, but give a small amount of health regeneration as well

Naval
  • Because of a bug with high armor stats that only affects ships, they do not have any armor anymore. Instead they have appropriately high HP
Classes:

  • Light:
    • Light Archer Ships: Early naval units that use weak arrow attacks, though they get the attack damage bonus against buildings because of burning arrows
    • Light Gunpowder Ships: all forms of ships that use gunpowder weaponry, extremely effective against buildings and other ships
    • Light Modern Ships
    • Light Missile Ships: a continuation of cannon ships, however with projectiles that follow the enemy. Extremely good against aircraft

  • Heavy:
    • Heavy Archer Ships: Early naval units that use weak arrow attacks, though they get the attack damage bonus against buildings because of burning arrows
    • Heavy Gunpowder Ships: all forms of ships that use gunpowder weaponry, extremely effective against buildings and other ships
    • Heavy Modern Ships
    • Heavy Missile Ships: a continuation of cannon ships, however with projectiles that follow the enemy. Extremely good against aircraft

  • Specials:
    • Artillery Ships
    • Fire Ships: more or less expensive alternatives to attack large ships or ship groups
    • Submarines: disguised naval units with high amounts of damage
    • Aircraft Carriers: allows production of jet fighter bombers, which upgrade automatically when entering information age, but has relatively low attack

Artillery
  • Artillery units are necessary in order to bring down heavy fortifications
  • Artillery starts relatively cheap and becomes much more expensive but faster to build with every age

Classes:
  • Siege Artillery: cheap to produce but very inaccurate and take a long time to build

  • Gunpowder Artillery: becomes more and more accurate and expensive as you age up

  • Rocket Artillery: not as accurate as Gunpowder Artillery but cover a decent area in one attack

Aircraft

Classes:
  • Fighters:
    • Fighter Aircraft: early ineffective fighters, however still good against single and air targets
    • Jet Fighters: higher damage and accuracy than machinegun fighters

  • Bombers:
    • Bomber Aircraft: air unit especially effective against single target buildings
    • Carpet Bombers: able to carpet bomb entire groups of buildings and units

  • Specials:
    • Blimps and Helicopters: short ranged and barely able to withstand enemy attacks, but detect invisible units, are cheap, have no oil ramping cost and can deal high amounts of damage. Blimps are more or less a joke to be honest. They are easily destroyed but if you are able to harass the enemy with those you are basically just flexing at that point
    • Supply Planes: flying supply wagons that can be used in groups to supply offensives that need a lot of map area
    • Future Aerial Fortress: Fast and incredibly strong in defense, are able to attack ground and air just like planes from aircraft carriers

  • Support:
    • Supply Aircraft: Flying supply wagons that are faster and cheaper but need to refuel and fly in circles around a point, so you need several to properly supply an area

Nukes and Missiles
  • Superweapons are very expensive and require a lot of time to build