Ages are the main hallmarks of technological development in Rise of Nations, and represent the periods of time in which human history has seen significant changes and/or development in the arts, sciences, technology, economy, warfare, religion and philosophy.
There are a total of eight (8) different ages in the game. Players, by default, start in the Ancient Age, and can advance up to the Information Age, acquiring new technologies, units, and resources along the way. These in-game ages correspond to the current historical notion of time periods, such as the Industrial Revolution or the Classical Era.
Age Advancement Edit
"As you put on fresh new clothes and take off those you've worn,
You'll replace your body with a fresh one, newly born."
— Bhagavad-Gita (Cap II)
Advancing to a new age can be costly, but necessary if the nation is to remain competitive and able to survive. For instance, age advancement allows for the introduction of newer, stronger military units, often impossible to defeat if the gap in techonology is wide enough. Age also increase the capabilities of a nation as a whole, allowing it to expand its influence further and dramatically increase its gathering rates and population. Most structures also unlock and upgrade along with age advancement, increasing the nation's economic, military and strategic potential. The vast majority of wonders can only be built if the technology and age requirements are met. An example is the Space Program, a wonder that can turn the tide of an entire game, can only be built in the Information Age.
Advancing through all ages also allows for future technology, the most powerful of technologies, to be researched.
Advancement Discounts Edit
If an opposing (not allied) nation has already researched an Age first, then you will receive a 20% discount on the Knowledge, and 10% discount on all the other basic resources on the cost for researching the next Age. If an opposing nation is two or more Ages ahead, then the discount doubles: 40% on Knowledge and 20% on all other basic resources to reach the next age.
List of AgesEdit
- First available age to players by default.
- Second age available to players.
- First age to be researched.
- Metal and Knowledge become available.
- The first government can be researched at the Senate.
- Attrition can be researched.
- Cavalry and Artillery are first introduced.
- Requires researching any two technologies through the Library, and paying 250 Food.
- Third age available to players.
- Spies and Supply Wagons become avaliable.
- Requires researching any four more technologies through the Library, and paying 250 Food and 250 Knowledge.
- Fourth available age to players.
- The widespread introduction of gunpowder warfare, particularly for infantry.
- The Rare Resource Sulphur becomes avaliable.
- Requires researching 10 more technologies through the Library, and paying 600 Food and 600 Knowledge.
- Fifth available age to players.
- Requires researching 14 more technologies through the Library, and paying 650 Food and 1300 Knowledge.
- Sixth available age to players.
- Represents the period from the Second Industrial revolution to the advent and end of World War I (c. 1850–1930).
- Introduction of Oil a new basic resource.
- New Rare Resources first become avaliable.
- Aircraft and Aerial warfare are introduced.
- Stables become Auto Plants, as armored vehicles become the new cavalry.
- The first Ballistic Missiles appear.
- Requires researching 18 more technologies through the Library, and paying Food, and 2100 Knowledge.
- Seventh available age to players.
- Nuclear Warfare is introduced.
- Aricraft becomes more advanced, the Aircraft Carrier and Helicopter are introduced.
- Requires researching 22 more technologies through the Library, and paying 3750 Knowledge and 1500 Oil.
- Eighth and final age available to players.
- Requires researching a total of 26 technologies through the Library, and paying 6000 Knowledge and 2400 Oil.
- In this final age, Library research offers the powerful future technologies.