Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Nation and Wonder Guide
By OmnislashF8
This guide compiles the powers and unique units of each nation in addition to providing the bonuses of wonders.
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Americans
Abilities
  • First Wonder is built instantly, if no other nation is also building it. This doesn't work with Information Age wonders Space Program and Super Collider. Building the wonder still requires the resources to be paid.
  • Governments are researched for free at the Senate.
  • Receive one free Scholar with each new University.
  • All aircraft and carriers are 20% cheaper.
  • Receive 1 free Bombers at each Airbase from Modern Age on.
  • 25% cheaper military ground units upgrades.
  • Receive +3 Food, Timber, Metal, and Wealth for every non-Scout Barracks unit, except when garrisoned. Metal is not gathered before Classical Age is researched.

Units
  • Continental Marines: Enlightenment Age powerful in quantity but somewhat slow-firing. Marine Transports are faster and tougher than normal, and Marine units automatically Entrench after 5 seconds of being idle.
  • Marine Riflemen: Industrial Age powerful and accurate foot troops. Marine Transports are faster and tougher than normal, and Marine units automatically Entrench after 5 seconds of being idle. These guys own all other Industrial age unique units
  • Marine Infantry: Modern Age fast, powerful, rapid-firing foot troops accurate even at long range. Marine Transports are faster and tougher than normal, and Marine units automatically Entrench after 5 seconds of being idle.
  • Assault Marines: Information Age fast, powerful, rapid-firing foot troops. Marine Transports are faster and tougher than normal, and Marine units automatically Entrench after 5 seconds of being idle.
Aztecs
Abilities
  • Gain 15 bonus resources per age when your barracks, stable, and dock units kill an enemy unit. Maximum of 60 bonus resources per age.
  • Plunder received from destroying enemy buildings increased 100%.
  • Start with the first Military technology already researched at the Library
  • Receive light infantry whenever you construct a new barrack. You receive one light infantry at start, two light infantry with the Classical Age and a military research, and three light infantry with the Gunpowder Age and three military researches.

Units
  • Atl-Atls: Ancient Age light infantry. Faster and more durable than slingers.
  • Royal Atl-Atls: Classical Age light infantry. Faster and more durable than javelineers.
  • Xopilli Atl-Atls: Medieval Age light infantry. Faster and more durable than elite javelineers.
  • Jaguar Infantry: Modern Age modern infantry. Faster and more powerful than standard modern infantry.
  • Jaguar Assault Infantry: Information Age modern infantry. Faster and more powerful than standard modern infantry.
Bantu
Abilities
  • +1 city limit, though you must research at least one civic.
  • Cities are 75% cheaper.
  • +100% population limit. May exceed maximum population limit by 25%.
  • Barracks units and citizens move 25% faster.
  • Unit upgrades do not require prerequisite military research.

Units
  • Umpakati: Ancient Age light infantry. Slightly stronger than slingers, and they can be built faster.
  • Yangombi Umpakati: Classical Age light infantry. Slightly stronger than javelineers, and they can be built faster.
  • Impi: Medieval Age light infantry. Slightly stronger than elite javelineers, and they can be built faster.
  • Hawk Fighter: Modern Age fighter aircraft. Counters enemy aircraft and ground troops better than a normal fighter.
  • Eagle Fighter: Information Age fighter aircraft: Counters enemy aircraft and ground troops better than a normal fighter.
British
Abilities
  • +25 percent to commerce limit.
  • Receive double income from the taxation technology.
  • Taxation upgrades are 50% cheaper
  • Ships created 33% faster. 1 free fishing boat for each new Dock.
  • Receive foot archer upgrades for free.
  • Receive free Archers whenever you build a new Barracks (one at start, two with Medival Age, and three with Gunpowder)
  • Forts and towers receive +2 to range.
  • Antiaircraft units and buildings created 25% cheaper and 33% faster.

Units
  • Longbowmen: Classical Age foot archer. Counters heavy infantry.
  • King's Longbowmen: Medieval Age foot archer. Counters heavy infantry.
  • King's Yeomanry: Gunpowder age foot archer. Counters heavy infantry.
  • Highlanders: Enlightenment Age gunpowder infantry. Counters all infantry.
  • Black Watch: Industrial Age gunpowder infantry. Counters all infantry.
  • Lancaster Bomber: Modern Age More powerful against enemy buildings than a normal bomber.
Chinese
Abilities
  • Science research at the library is 20 percent cheaper.
  • Receive herbal lore, medicine, and pharmaceuticals upgrades for free.
  • Start with a large city.
  • All future cities start as large cities.
  • Citizens, caravans, and merchants are created instantly.

Units
  • Fire Lances: Medieval Age gunpowder infantry. Earliest gunpowder unit. Counters heavy infantry.
  • Heavy Fire Lances: Gunpowder Age gunpowder infantry. Better range than standard gunpowder infantry.
  • Manchu Musketeers: Enlightenment Age gunpowder infantry. They're inexpensive, and they can be built quickly.
  • Manchu Riflemen: Industrial Age gunpowder infantry. They're inexpensive, and they can be built quickly.
  • Manchu Infantry: Modern Age modern infantry. They're inexpensive, and they can be built quickly.
Dutch
Abilities
  • Start with a free Commerce Commerce technology at the Library. Receive 10% discount on all future Commerce research.
  • Start with a free Market and 2 free Armed Merchants.
  • For every 100 of a resource in your treasury beyond starting level, receive +5 income for that resource (except for Knowledge); this income can exceed Commerce Cap by 50.
  • Receive 1 free Light Ship whenever you complete a Dock.
  • Ships Upgrades are 10% cheaper

Units
  • Armed Caravan: Armed Caravans have limited firepower for protection against raiding, and improve with each Age.
  • Armed Merchant: Armed Merchants have limited firepower for protection against raiding, and improve with each Age. Merchants retain their ability to attack enemy units even when deployed, so they will attack enemy Merchants nearby as well.
  • Armed Supply Wagon: Armed Supply Wagons have limited firepower for protection against raiding, and improve with each Age.

  • Brig: Gunpowder Age Stronger, faster, and tougher than normal Caravels.
  • Fluyt: Gunpowder Age Stronger, faster, and tougher than normal Corvettes.
  • Clipper: Enlightenment Age Stronger, faster, and tougher than normal Sloops.
Egyptians
Abilities
  • Start with a granary and receive granary food-gathering upgrades for free.
  • Food commerce limit +10%.
  • May build seven farms per city.
  • Farms generate +2 wealth.
  • Start conquer the world campaigns with "build wonder" bonus card.
  • Wonders cost 25% less.
  • Wonders can be built an age early, and you can build two wonders per city.

Units
  • Chariot: Classical Age ranged cavalry. Counters enemy ranged cavalry.
  • Light Camels: Classical Age light cavalry. Extremely fast. Counters enemy raids.
  • Heavy Chariot: Medieval Age ranged cavalry. Counters enemy ranged cavalry.
  • Camel Warrior: Medieval Age light cavalry. Extremely fast. Counters enemy raids.
  • Mameluke: Gunpowder Age ranged cavalry. Fast, gunpowder-armed, fires while moving, and counters
French
Abilities
  • Receive a free general each time you build a new fort.
  • Supply wagons heal nearby troops.
  • Receive a free supply wagon each time you build a new siege factory or factory.
  • Siege factory and factory units created 15% cheaper and 25% faster.
  • Siege factory and factory units move faster.
  • Start with a free lumber mill
  • Lumber mill upgrades are automatic and free when available
  • Woodcutters can accommodate +1 more citizen.
  • Timber commerce limit +10 percent.

Units
  • Chevalier: Classical Age heavy cavalry. More powerful, more durable, and faster than standard heavy cavalry.
  • Heavy Chevalier: Medieval Age heavy cavalry. More powerful, more durable, and faster than standard heavy cavalry.
  • Horse Grenadier: Gunpowder Age heavy cavalry. More powerful, more durable, and faster than standard heavy cavalry.
  • Horse Guard Grenadier: Enlightenment Age heavy cavalry. More powerful, more durable, and faster than standard heavy cavalry.
Germans
Abilities
  • Granary, lumber mill, and smelter production upgrades are 50% cheaper and available sooner.
  • Cities gather +5 food, timber, and metal.
  • Building completion bonuses +50%.
  • Submarines and fire ships build 33% faster and 25% cheaper.
  • Air units created 33% faster.
  • Each new airbase comes with two free fighters.

Units
  • Solduri: Ancient Age heavy infantry. They're more durable than hoplites, and they can be built faster.
  • Barbarians: Classical Age heavy infantry. They're more durable than phalanx, and they can be built faster.
  • Vandals: Medieval Age heavy infantry. They're more durable than pikemen, and they can be built faster.
  • Landsknechts: Gunpowder Age heavy infantry. They're more durable than elite pikemen, and they can be built faster.
  • Volksgrenadiers: Modern Age modern infantry. Slightly more durable and faster than normal infantry.
  • MG42: Modern Age machine guns. Counters enemy foot troops.
  • Tiger Tank: Modern Age tank. Substantially more powerful than the standard tank.
  • Leopard Tank: Information Age tank. Substantially more powerful than the standard tank.
Greeks
Abilities
  • Library research 10% cheaper (except knowledge costs) and 100% faster.
  • Can build universities and collect knowledge from the beginning of the game.
  • Libraries and universities 66% cheaper.

Units
  • Companion: Classical Age heavy cavalry. Faster than normal heavy cavalry.
  • Royal Companion: Medieval Age heavy cavalry. Faster than normal heavy cavalry.
  • Stratiotai: Gunpowder Age heavy cavalry. Faster than normal heavy cavalry.
  • Royal Stratiotai: Enlightenment Age heavy cavalry. Faster than normal heavy cavalry.
Inca
Abilities
  • Mines create wealth and metal income.
  • Wealth commerce limit +33%.
  • When an enemy kills one of your units, you receive a 25% refund for the killed unit.

Units
  • Inti Clubmen: Classical Age light infantry. Fast, cheap, and counters cavalry.
  • Inti Macemen: Medieval Age light infantry. Fast, cheap, and counters cavalry.
  • Mortar: Enlightenment Age artillery weapon. Counters enemy buildings and foot troops at long range.
  • Siege Mortar: Industrial Age artillery weapon. Counters enemy buildings and foot troops at long range.
Indians
Abilities
  • Buildings do not rise in cost except for Wonders, Towers, Lookouts, and Forts, which rise the half normal rate, and Cities, which rise normally.
  • Economic radius of all Cities +4 tiles.
  • +15% Caravan income.
  • War Elephant upgrades are free, and War Elephant units are 15% cheaper.

Units
  • War elephant: Classical Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops.
  • Mahout: Medieval Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops. Fires at range as well in melee.
  • Gun mahout: Gunpowder Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops. Fires at range as well in melee.
  • Culverin mahout: Enlightenment Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops. Fires as siege as well in melee.
Iroquois
Abilities
  • Get one free Scout class unit with each Barracks built; Scouts receive free upgrades and can move through forests.
  • First Senate built is free and instantly built.
  • Citizens working at a Woodcutter's Camp gather +2 Food in addition to the Timber gathered.
  • Military units (including Scouts) in friendly (own or allied) territory are hidden when not attacking.
  • All units heal when not moving or attacking in friendly (own or allied) territory.
  • Barracks units have +10% hit points

Units
  • Takohs: Ancient Age fast, but unarmed Scout. Faster, tougher, better Line-of-Sight than normal Scouts. Can spot hidden enemy units, such as Spies and Commandos. Can also destroy enemy Spies.
  • Spearmen: Ancient Age powerful, slow, units. Faster than normal Hoplites in friendly territory.
  • Mohawk Spearmen: Classical Age powerful, slow, units. Faster than normal Phalanx in friendly territory.
  • Akweks: Medieval Age Faster, tougher, better Line-of-Sight than normal Scouts however are unarmed. When Akweks aren't moving or attacking, they cannot normally be seen by most enemy units. Can spot hidden enemy units, such as Spies and Commandos.
  • Heavy Mohawk Spearmen: Medieval Age powerful, slow, units. Faster than normal Pikemen in friendly territory.
  • Elite Mohawk Spearmen: Gunpowder Age powerful, slow, units. Faster than normal Elite Pikemen in friendly territory.
  • Okwari: Enlightenment Age a specialized Scout with many special abilities. Faster, tougher, better Line-of-Sight than normal Commandos. Available one age earlier. Can spot hidden enemy units, such as Spies and Commandos. When Okwari units aren't moving or attacking, they cannot normally be seen by most enemy units.
Japanese
Abilities
  • Barracks units created 7% cheaper and 10% faster, for each age plus military research.
  • Barracks units do 5% extra damage vs. buildings for each age plus military research.
  • Ships are 10% cheaper and aircraft carriers are created 33% faster.
  • Farms are 50% cheaper.
  • Farms and fishermen produce +25% resources.

Units
  • Ashigaru Spearmen: Ancient Age heavy infantry. More powerful and durable than standard hoplites.
  • Bushi: Classical Age heavy infantry. More powerful and durable than standard phalanx.
  • Elite Bushi: Medieval Age heavy infantry. More powerful and durable than standard pikemen.
  • Samurai: Gunpowder Age heavy infantry. More powerful and durable than standard elite pikemen.
  • Gun Samurai: Enlightenment Age heavy infantry. More powerful and durable than standard fusiliers.
Koreans
Abilities
  • Start with a temple and receive temple upgrades for free.
  • Start with an extra citizen.
  • Receive three citizens upon building your next city, and receive five citizens for all future cities.
  • Repair is 50% faster.
  • Citizens can build and repair buildings that are under fire without penalty.
  • Receive the militia, minuteman, and partisan upgrades for free.
  • Towers 33% cheaper.

Units
  • Hwarang: Ancient Age foot archer. More powerful and durable than standard bowmen.
  • Elite Hwarang: Classical Age foot archer. More powerful and durable than standard archers.
  • Flaming Arrow: Ancient and Classical Age artillery weapon. More effective against enemy buildings than catapults.
  • Royal Hwarang: Medieval Age foot archer. More powerful and durable than standard crossbowmen.
  • Heavy Flaming Arrow: Medieval Age artillery weapon. More effective against enemy buildings than trebuchets.
  • Elite Royal Hwarang: Gunpowder Age foot archer. More powerful than all bow units.
Lakota
Abilities
  • Receive +4 Food for every Citizen, Scout, and Cavalry unit (except when garrisoned) instead of building Farms and Granaries. Farms and Granaries in captured enemy cities are instantly destroyed.
  • Borders and territory are invisible to enemies. Can construct buildings anywhere in territory not belonging to an enemy nation.
  • Ranged cavalry upgrades are free (including Armored Car upgrades from the Industrial Age and onwards).

Units
  • Sunka wakan: Classical Age fast raiders able to fire even while moving. Receive plunder each time they damage an enemy building used for gathering (e.g., Granary, Farm).
  • Eagle feather horse: Medieval Age fast raiders able to fire even while moving. Receive plunder each time they damage an enemy building used for gathering (e.g., Granary, Farm).
  • Musket horse: Gunpowder Age fast gunpowder-armed raiders able to fire even while moving. Receive plunder each time they damage an enemy building used for gathering (e.g., Granary, Farm).
  • Repeating rifle horse: Enlightenment Age fast gunpowder-armed raiders able to fire even while moving. Receive plunder each time they damage an enemy gather building.
Maya
Abilities
  • Cities, towers, and forts fire extra arrows (or bullets), including cities without garrisons.
  • Buildings (except wonders) are 25% tougher and build 20% faster.
  • Buildings (except wonders) cost 25% less timber.

Units
  • Balamob Slingers: Ancient Age light infantry. Counters enemy light infantry.
  • Royal Balamob Slingers: Classical Age light infantry. Counters enemy light infantry.
  • Eagle Balamob Slingers: Medieval Age light infantry. Counters enemy light infantry.
  • Recoilless Gun: Modern Age heavy infantry. Counters all types of vehicles.
  • Dragon AT Missile: Information Age heavy infantry. Counters all types of vehicles.
Mongols
Abilities
  • Receive free ranged cavalry whenever you build a new stable or auto plant (one at start, three with two military upgrades).
  • Mounted units created 10% cheaper and 20% faster.
  • Receive +1 food for each 1% of world landmass controlled (times half the number of nations).
  • Attrition to your units reduced by 50%.
  • Receive forage, supply, and Logistics research free.

Units
  • Nomad: Classical Age ranged cavalry. Counters enemy light infantry.
  • Steppe Nomad: Medieval Age ranged cavalry. Counters enemy light infantry.
  • Horde: Gunpowder Age ranged cavalry. Fast, gunpowder-armed, can fire while moving, and counters enemy light and musket infantry.
  • Golden Horde: Enlightenment Age ranged cavalry. Fast, gunpowder-armed, can fire while moving, and counters enemy musket infantry.
Nubians
Abilities
  • Merchants collect +50% base resources in own or allied territory.
  • You can see rare resources in your territory.
  • +1 to caravan limit.
  • You start with a market and can always trade resources with a +20, -20 price bonus.
  • Merchants, caravans, and markets are 10% cheaper and have 50% more hit points.

Units
  • Kushite Archers: Classical Age foot archers. Counters all enemy archers.
  • Camel Archer: Classical Age ranged cavalry. Counters enemy light infantry.
  • Royal Kushite Archers: Medieval Age foot archers. Counters all enemy archers.
  • Heavy Camel Archer: Medieval Age ranged cavalry. Counters enemy light infantry.
  • Apedemak Archers: Gunpowder Age foot archers. Counters all enemy archers.
  • Camel Raider: Gunpowder Age ranged cavalry. Gunpowder-armed raiders that can fire while moving.
  • Camel Corps: Enlightenment Age ranged cavalry. Gunpowder-armed raiders that can fire while moving.
Persians
Abilities
  • Start with 50% bonus Food. This works with all resource settings, e.g. like Variable ... or Random.
  • Second City built acts as a Capital as well. Both receive Capital border bonus, and both must be captured to eliminate you.
  • Receive a 30% discount on Civic Civic research.
  • Receive Taxation upgrades for free (still requires a Temple).
  • You always have the maximum number of Caravans allowed, thus don't need to build them.

Units
  • Immortals: Ancient Age powerful, slow, units. Slightly weaker than normal Hoplites, but can fire at range.
  • Anusiya: Classical Age powerful, slow, units. Slightly weaker than normal Phalanx, but can fire at range.
  • War Elephant: Classical Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops.
  • Athanatoi: Medieval Age powerful, slow, units. Slightly weaker than normal Pikemen, but can fire at range.
  • Mahout: Medieval Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops. Fires at range as well in melee.
  • Arquebus Immortal: Gunpowder Age powerful, slow, units. Slightly weaker than normal Elite Pikemen, but can fire at range.
  • Gun mahout: Gunpowder Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops. Fires at range as well in melee.
  • Culverin mahout: Enlightenment Age powerful slow melee units. Good against close-order foot; vulnerable to light, scattered troops. Fires as siege as well in melee.
Romans
Abilities
  • Forts are 25% cheaper and 50% faster to build
  • Forts receive free upgrades and exert +3 National Borders
  • Heavy infantry created 10% cheaper and 10% faster.
  • Start with one Military research at the Library
  • Receive free heavy infantry whenever you build a new barracks (one at Classical Age, two with the Gunpowder Age and three military research, and three with the Industrial Age and five military research)
  • Cities gather +10 wealth.

Units
  • Legions: Classical Age heavy infantry. Counters heavy infantry.
  • Caesar's Legions: Medieval Age. Counters heavy infantry.
  • Praetorian Guards: Gunpowder Age. Counters heavy infantry.
Russians
Abilities
  • Attrition damage to enemy units in your territory increased by 100%.
  • Attrition upgrades are free.
  • National borders +1 extra per civic research.
  • Start with Civic 1 already researched
  • Oil gathering +20%.
  • Calvary units do +25% damage to enemy supply and artillery units.
  • Spies are 50% cheaper
  • Plunder from Russian buildings goes to the Russians, not the enemy who plundered them

Units
  • Rusiny Lancer: Medieval Age light cavalry. Cheaper and faster to build than normal light cavalry.
  • Cossack: Gunpowder Age light cavalry. Cheaper and faster to build than normal light cavalry.
  • Don Cossack: Enlightenment Age light cavalry. Cheaper and faster to build than normal light cavalry.
  • Red Guards Infantry: Modern Age modern infantry. Slightly cheaper than normal infantry.
  • Katyusha Rocket: Modern Age artillery weapon. Wide explosion radius counters enemy ground troops.
  • Shock Infantry: Information Age modern infantry. Cheaper and more powerful than normal assault infantry.
  • T80 Tank: Information Age tank. Cheaper than the normal main battle tank.
Spanish
Abilities
  • The map begins revealed and you start with an extra scout.
  • In "revealed map" games, you gain a bonus scout.
  • Scouts are upgraded for free, and uses abilities faster.
  • Receive a free heavy ship whenever you complete a dock, until the Industrial Age.
  • Gain +30 resources from ruins and +26 per science level.

Units
  • Scutari: Classical Age heavy infantry. Counters cavalry.
  • Royal Scutari: Medieval Age heavy infantry. Counters cavalry.
  • Tercios: Gunpowder Age heavy infantry. Counters cavalry.
  • Royal Tercios: Enlightenment Age heavy infantry. Counters cavalry.
Turks
Abilities
  • All siege, artillery, and bombardment units have +3 range and +3 line of sight.
  • Receive two free siege units whenever you build a new siege factory or factory.
  • Siege units upgrade for free.
  • Citizens 33% cheaper.
  • Conquered cities assimilated 200% faster.
  • Military research at the Library is 33% cheaper.

Units
  • Janissaries: Gunpowder Age gunpowder infantry. More powerful and faster than standard gunpowder infantry.
  • Basilica Bombard: Gunpowder Age artillery weapon. Counters enemy building and foot troops.
  • Royal Janissaries: Enlightenment Age. More powerful and faster than normal gunpowder infantry.
  • Basilica Cannon: Enlightenment Age. Counters enemy building and foot troops.
Wonders
Pyramids: Classical Age. One wonder point.
  • Increases your commerce limit for food and wealth by 50.
  • Increases your city limit by 1.
  • Cities are 33% cheaper
  • Improves your food gather rate by 20%.

Colossus: Classical Age. One wonder point.
  • Increases your wealth rate by 30%.
  • Increases your population limit by 50.
  • Increases your commerce limit for wealth and timber by 50.

Hanging Gardens: Classical Age. One wonder points.
  • Increases you Knowledge production by 50
  • Granary, Lumber Mill, and Smelter production upgrades are discounted by 66%

Terra Cotta Army: Medival Age. Two wonder points.
  • Creates a free foot unit every 30 seconds (plus .5 seconds for every infantry unit you control).

Coliseum: Medival Age. Two wonder points.
  • Increases your national borders by 3.
  • Attrition to enemy units in your territory increased by 50%.
  • Forts and towers are 20% cheaper.

Fobidden City: Medival Age. Two wonder points.
  • Counts as a bonus Major City in your nation. Can be built wherever a city can and is not loacted on the map for the enemy unlike a normal wonder
  • Gives +50 Food and Timber instead of the usual +10/+10
  • Capital timers do not affect you.

Temple of Tikal: Gunpowder Age. Two wonder points.
  • Increases your timber gather rate by 50%.
  • Raises your commerce cap for timber by 100.
  • Increases temple effects (on national borders, hit points, and attack range) by 50%.

Porcelain Tower: Gunpowder Age. Two wonder points.
  • You create ships 50% faster.
  • Increases your income from rare resources (in your territory) and markets by 200% .
  • You receive the bonus ability of all rare resources in your territory, even if you don't have a merchant there.

Red Fort: Gunpowder Age. Two wonder points.
  • Massive Fort with long range, many hit points, extra garrison value, increased border push, and resistance to air attack.
  • Can be built wherever a Fort can; does not count against a city's wonder limit and it's location is not revealed to the enemy like a normal wonder.
  • Receive Fort upgrades for free and all Forts gain 33% more hit points.
  • Units garrisoned in any Fort heal at +500% the normal rate.

Angkor Wat: Enlightenment Age. Three wonder points.
  • Increases your metal gather rate by 50%.
  • Raises your commerce limit for metal by 100.
  • Cost of barracks, stable, and dock units reduced by 25%.

Versailles: Enlightenment Age. Three wonder points.
  • Reduces the non-knowledge costs of research by 50%.
  • Your supply wagons can heal your troops (and French supply wagons heal at double normal rate).
  • Siege, artillery, and supply units move 25% faster.

Statue of Liberty: Industrial Age. Four wonder points.
  • You receive all ground unit and airbase upgrades for free.
  • Reduces attrition damage inflicted on your units in enemy territory by 100%.
  • Reduces the cost of bombers and air defense buildings by 33%.

Taj Mahal: Industrial Age. Four wonder points.
  • Increases all you building hit points by 100%.
  • Your Wealth income increases by 100%.
  • Raises you Commerce limit for Wealth by 300.

Kremlin: Modern Age. Six wonder points.
  • Raises your commerce limit for food, timber, and metal by +200.
  • Increases the attrition damage inflicted on unsupplied enemy units in your territory by 100%.
  • Spies are created instantly.
  • Gain the use of an extra spy unit that does not count against your population limit and is rebuilt for free whenever it is killed.

Eiffel Tower: Modern Age. Six wonder points.
  • Increases your oil income by 100%.
  • Raises your commerce limit for oil by 200.
  • Increases your national borders by 6.

Supercollider: Information Age. Eight wonder points.
  • The cost to buy goods at the market is never higher than 125 wealth, and the price to sell is never lower than 50 wealth.
  • Technologies can be researched instantaneously.

Space Program: Information Age. Eight wonder points.
  • You can see the location of all units, buildings, and terrain on the map.
  • You create aircraft and missiles 100% faster and 50% cheaper.
  • You are immune to the effects of a nuclear embargo.
6 Comments
Cyber 3 Jul, 2024 @ 8:48pm 
why greeks are so bad
gator 6 Apr, 2015 @ 1:59pm 
copy and paste all day long
The Selfish Meme 21 Aug, 2014 @ 6:39am 
Would be cool if you added the names of nation powers (power of ceremony etc.). Because in CTW nation names are different and you need to seach by the power name, not by nation name
Pabz Fresh 28 Jul, 2014 @ 5:16am 
Nice list, perfect for a beginner like myself to see the differences and different abilities of each nation.
Red 40 Enjoyer 2 Jul, 2014 @ 6:30am 
Thanks for the list.
OmnislashF8  [author] 17 Jun, 2014 @ 10:49am 
Values above for Nations and Wonders are reflective of the in-game values (which at times differ from the wikia page I originally gather the information from)