Rise of Nations: Extended Edition — Complete Strategy Guide

A practical guide to Rise of Nations: Extended Edition (RoN:EE): the economy, territory and attrition, age-ups, opening build orders, nation picks, Thrones and Patriots governments, Conquer the World, and playing online in 2026.

Researched September 2026 — current as of the 27 June 2024 PlayFab services update (the latest official patch). Live games change; check the linked sources if something differs.

Status: RoN:EE (SkyBox Labs/Big Huge Games, Xbox Game Studios) came out on Steam on 12 June 2014 and bundles the original game with the Thrones and Patriots expansion. The last update (27 June 2024) moved online services to PlayFab with no gameplay changes. Steam multiplayer with Elo-ranked matches still works.

Quick Start

  1. Never stop making Citizens early. Every idle second of your City's queue costs you later.
  2. Six resources, all infinite: Food, Timber, Metal, Oil, Wealth and Knowledge. They never run out. What limits you is the commerce cap on how fast you can gather each one.
  3. Research Commerce at the Library to raise gathering caps. Hitting the cap wastes workers.
  4. Build more Cities. Cities expand your borders, add farm and building slots, and generate resources. Players who expand early usually win.
  5. Borders matter: you normally build inside your own territory. Enemy units inside your borders take attrition damage over time unless they have supply.
  6. Age up through the Library. There are eight ages: Ancient, Classical, Medieval, Gunpowder, Enlightenment, Industrial, Modern and Information.
  7. Grab rare resources with Merchants for bonuses and extra caravan income.
  8. Wonders give big bonuses and count toward a wonder victory if it's enabled.
  9. The four victory types are capital capture, territory, wonder and score. Check the lobby settings before the game starts.

The Economy

Resource Gathered by Notes
Food Farms (Citizens), fishing ships Your biggest early need; five farms per city (Egyptians get seven)
Timber Woodcutter's Camp (Citizens) Needs forests inside your borders
Metal Mine (Citizens) on metal deposits Unlocks later military
Oil Oil wells/platforms (later ages) Needed for modern units and some tech
Wealth Merchants on rare resources, caravans, taxes Wealth techs and some units
Knowledge Scholars in Universities Needed for Library research and age-ups

Rules of thumb:

Territory, Attrition and Supply

Opening Build Order (Standard Land Map, Ancient Age)

This is a flexible 1v1 opener. Adjust to your nation.

  1. City: queue Citizens continuously.
  2. First Citizens → Farms on your City. Scout with your starting Scout to find ruins, rare resources and the enemy.
  3. Next Citizens → Woodcutter's Camp on the nearest forest.
  4. Build a Library early and research the first Science and Commerce techs.
  5. Build a second City as soon as you can afford it. Expansion speed decides most games.
  6. Add a Barracks or Stable for a small defense and to take early map control.
  7. Put Merchants on nearby rare resources.
  8. Age up to Classical once the economy is steady. Don't delay it.

Rushers: raid with light cavalry on enemy farms and caravans. Boomers: expand to 3–4 cities, max Commerce, and win with superior eco by the Gunpowder or Enlightenment Age.

Nations

The base game has 18 nations: Aztecs, Bantu, British, Chinese, Egyptians, French, Germans, Greeks, Incas, Japanese, Koreans, Maya, Mongols, Nubians, Romans, Russians, Spanish and Turks. Thrones and Patriots adds 6 more: Americans, Dutch, Indians, Iroquois, Lakota and Persians. Every nation has a passive national power and several unique units.

Nations with especially recognizable strengths (read the nation's in-game summary for exact numbers):

Nation Known strength
Russians Defensive: big partisan bonuses, borders that grow with Civic research, and punishing for invaders
Bantu Expansion: much cheaper Cities, extra cities early, a higher population cap and faster-moving units and Citizens
Greeks Science: start with a University, cheaper and faster Science research, cheaper Libraries/Universities
Egyptians Food and wonders: seven farms per city instead of five, cheaper wonders available an age earlier, two wonders per city
Mongols Cavalry raiding: free mounted archers from Stables (after early military research), resistance to partisans, food from territory
Nubians Trade: Market from the start, faster rare-resource income, extra caravan capacity, cheaper Markets and caravans
Lakota Can't build farms; instead Citizens, Scouts and cavalry provide a constant food supply
Americans / Dutch / Persians / Indians / Iroquois Thrones and Patriots nations with their own unique bonuses and units

For beginners, a nation with a straightforward economy bonus and good unique units is forgiving. Save the Lakota's farmless economy and the Bantu's expansion style for when you know the basics. Exact percentages come from a community nations guide and the in-game nation screen; confirm them there before you plan around a number.

Governments and Patriots (Thrones and Patriots)

Build the Senate to choose a government. Each gives a permanent bonus and a unique Patriot unit, effectively a stronger version of the General. If your Patriot is killed, a new one is automatically created at the Senate.

Tier When Choices
First Early game Despotism or Republic
Second Gunpowder Age Monarchy or Democracy
Third Industrial Age Capitalism or Socialism

Pick a military government for aggressive plans and an economic one for booming. Read each government's in-game tooltip, since the bonuses stack with your nation's strengths.

Military Basics

Wonders

The base game has 14 Wonders, from the Colossus and Pyramids through to the Supercollider and Space Program. Thrones and Patriots adds wonders such as the Hanging Gardens, Forbidden City and Red Fort. Every Wonder adds points toward a wonder victory and gives its own bonus. Build them in safe, walled-in areas, and don't let wonder-building starve your army.

Conquer the World

Conquer the World is a Risk-style campaign: you move armies across a world map and fight each battle in real time. Thrones and Patriots adds four themed campaigns: Alexander the Great, Napoleon, New World and Cold War. In Conquer the World, spend bonus cards before a battle and prioritize territories that border many enemies. Use Tribute to keep weaker neighbors off your back.

Common Mistakes to Avoid

Advanced Tips

FAQ

Does Extended Edition include Thrones and Patriots? Yes. It includes the original Rise of Nations plus Thrones and Patriots.

Is multiplayer still working in 2026? Yes. The 27 June 2024 patch moved services to PlayFab for stability and security. Lobbies and Elo-ranked matches run through Steam.

How many nations are there? 24 in total: 18 base nations and 6 from Thrones and Patriots.

What are the resources? Food, Timber, Metal, Oil, Wealth and Knowledge. All of them are infinite, and gathering is limited by commerce caps.

What's the fastest way to improve? Constant Citizen production, early second and third cities, and Commerce research on time.

Can I play the Conquer the World campaigns solo? Yes. Every Conquer the World campaign is single-player.

Sources