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Building Overview Technologies Game Strategies CBP Version History

Agronomics[]

Technology Cost Requires Effects
Agriculture
Agriculture
150 Timber
150 Metal
Science Science 3 (Chemistry) Granaries increase Food Food output of Farms by 50%
Fishermen gather +50% Food Food
Crop Rotation
Crop Rotation
250 Timber
250 Metal
Science Science 4 (Laws of Nature)
Agriculture
Granaries increase Food Food output of Farms by 100%
Fishermen gather +100% Food Food
Food Industry
Food Industry
450 Timber
450 Metal
Science Science 6 (Electronics)
Crop Rotation
Granaries increase Food Food output of Farms by 200%
Fishermen gather +200% Food Food

Healthcare[]

Healthcare technologies affects foot and mounted units by decreasing their production time and increasing their line of sight. Furthermore, the healing rate of units garrisoned inside a building is increased (this doesn't affect healing received from Supply Wagons or any self-healing rates).

Technology Cost Requires Effects
Herbal Lore
Herbal Lore
80 Food
80 Wealth
Classical Age Classical Age
Science Science 2 (Mathematics)
Foot and mounted units' production time -10% and line of sight +2
Garrisoned units heal 1 hit points per second
Medicine
Medicine
180 Food
180 Wealth
Gunpowder Age Gunpowder Age
Science Science 3 (Chemistry)
Herbal Lore
Foot and mounted units' production time -20% and line of sight +4
Garrisoned units heal 1.5 hit points per second
Pharmaceuticals
Pharmaceuticals
350 Food
350 Wealth
Industrial Age Industrial Age
Science Science 5 (Electricity)
Medicine
Foot and mounted units' production time -30% and line of sight +6
Garrisoned units heal 3 hit points per second
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