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Nation Overview Strategic Overview CtW Information History

The Americans are one of six nations introduced in the Thrones and Patriots expansion. They have the Power of Innovation.

This is due to the fact that Americans have made many inventions since their creation and made many major discoveries in the rational community of science.

Nation powers Edit

Version note: Prior to version 03.02.12.0800, the nation powers also included free Science 1 technology, 2 free Bombers at each Airbase instead of 1, and +3 instead of +2 resources to gather rate for each non-Scout Barracks unit. The free technology was not given when starting with City Center Only or as Nomads due to the lacking Library.

Unique Units Edit

The Americans' line of unique of Gunpowder and Modern Infantry have increased HP compared to the standard units they replace and lessened movement effects of terrain, as well as a special "automatic Entrench when idle for 5 seconds" ability. This special auto-Entrench ability does not require a general and functions even inside enemy and neutral territory, making them useful for protecting siege units during sieges and defending newly captured cities still under assimilation. When moving over water, Marine transports have +70 HP compared to the standard transport and also have +2 moves per Military level.

Damage-wise, these units have the same base attack damage and attack rate as the standard units they replace. However, Continental Marines don't receive the +20% damage bonus against Heavy Infantry that Musketeers do, so they do less damage to Heavy Infantry than the standard Musketeers they replace. Additionally, most Light Infantry, Gunpowder Infantry, and Modern Infantry have a 5% damage penalty against Heavy Cavalry and Light Cavalry, but the Americans' unique Marine line do not have this penalty (nor do the Modern Age Infantry), so they effectively have a 5% damage bonus versus those unit types compared to the units that they replace, except for Marine Infantry.

Continental MarinesEdit

Continental Marines

American Unique Gunpowder Infantry, Enlightenment Age Enlightenment age small - 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 RiflemenEdit

Marine Riflemen

American Unique Modern Infantry, Industrial Age Industrial age small - powerful and accurate foot troops. Marine Transports are faster and tougher than normal, and Marine units automatically Entrench after 5 seconds of being idle.

Marine InfantryEdit

Marine Infantry

American Unique Modern Infantry, Modern Age Modern age small - 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 MarinesEdit

Assault Marines

American Unique Modern Infantry, Information Age Information age small - 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.


Leaders Edit

Cities Edit

  • Washington ★
  • New York
  • Baltimore
  • Los Angeles
  • Seattle
  • Miami
  • Hartford
  • Philadelphia
  • Chicago
  • Austin
  • Springfield
  • Kansas City
  • Orlando
  • Atlanta
  • Newark
  • San Diego
  • Portland
  • San Francisco
  • Providence
  • Cleveland
  • Cincinnati
  • Boise
  • New Orleans
  • Detroit
  • Boston
  • Houston
  • Augusta
  • Concord
  • Montgomery
  • Frankfort
  • Annapolis
  • Dallas
  • Jefferson City
  • Salt Lake City
  • Montpelier

Trivia Edit

  • The Americans are the only nation to use the "Colonial" building set.

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