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Unit Information Game Strategies History

Artillery Weapons are both a class and type of unit in Rise of Nations. They become available in the Classical Age Classical Age and are built at the Siege Factory (Factory from the Industrial Age Industrial Age and later ages), requiring both Timber Timber and Metal Metal (OilOil and Metal Metal from Modern Age on). Unlike Infantry and Cavalry, artillery units take up two population points (Population Limit).

Artillery Weapons are long-range siege units and very effective in attacking enemy cities and buildings from a distance. They generally outrange all stationary fortifications like Forts, Towers and cities, and are also somewhat effective in attacking other stationary targets like enemy artillery, bombardment ships or deployed Merchants. However, they have very little armor and can easily be destroyed, thus they need to be protected by own infantry and/or cavalry units. In formations, artillery units try to line up behind the infantry, along with Supply Wagons and Generals.

All artillery units need to deploy/unpack before being able to attack, and pack before being able to move again. It takes most artillery units 5.3 seconds (80 frames) to deploy or pack; however, the Modern Age Modern Age Howitzer (and Russian Katyusha Rocket) only takes 2.7 seconds (40 frames), and the Information Age Information Age Rocket Artillery only takes 1.3 seconds (20 frames). When outside of their nation's territory (including if they're in an ally's territory), they also require the presence of a Supply Wagon or The Despot/Monarch/Comrade Patriot to operate at full efficiency - otherwise they will fire at a much slower rate. Catapults and Trebuchets fire at 2/3 the rate when not being supplied, while the others fire at half the rate.

They can be garrisoned inside a Siege Factory/Factory, a city, or a Fort for protection and repairing. Garrisoning inside a Tower is not possible, however.

List of Artillery Weapons[]

Age Unit
Classical Age Large Catapult
Medieval Age Large Trebuchet
Gunpowder Age Large Bombard
Enlightenment Age Large Cannon
Industrial Age Large Artillery
Modern Age Large Howitzer
Information Age Large Rocket Artillery

Unique[]

Age Unit
Classical Age Large Flaming Arrow
(Koreans)
Medieval Age Large Heavy Flaming Arrow
(Koreans)
Gunpowder Age Large Basilica Bombard
(Turks)
Enlightenment Age Large Mortar
(Inca
Basilica Cannon
(Turks)
Industrial Age Large Siege Mortar
(Inca)
Modern Age Large Katyusha Rocket
(Russians)

Unit costs[]

Artillery Weapons' production cost increases progressively with every Siege Factory/Factory unit on the field or currently in production. The default increase is 20 Timber Timber and 20 Metal Metal for the second unit created, increasing further with every new unit until the cost cap is reached, which for military units is +125% of their original base value.

Nation powers[]

  • The American Power of Innovation: Artillery Weapons upgrades are 25% cheaper.
  • The Bantu Power of Migration: Artillery Weapons do not require Military Military research to be upgraded.
  • The French Power of Leadership: Siege Factory/Factory units, including Artillery Weapons, are created 15% cheaper and 25% faster, and move 20% faster.
  • The Iroquois Power of Nation: Artillery Weapons are hidden when not attacking and heal while idle in friendly territory.
  • The Turk Power of Siege: Artillery Weapons have +3 range and line of sight, and are upgraded for free. Also receive two free Artillery Weapons whenever a Siege Factory/Factory is built.

Wonders[]

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