Nations are the playable factions that a player can choose from in. All playable nations are based on historical nations and civilizations of the past or present, and each has its own set of unique bonuses and advantages that help them in certain ways, also based on historical precedents — for instance, Mongols having cheaper and fasterRussian generating the greatestor Lakota not needing to obtain. All nations, regardless of the time period they thrived or existed in, have access to every in the game. Each nation also has a set ofmost of which are based on historical units the nation had or currently has, like thethe or the. A small amount of these unique units, such as the of theor the of thebelong to the realm of alternate history, as the game itself does by its very nature. There are 18 nations rise of nations the original Rise of Nations; the expansion added six additional nations, bringing the total up to 24. All nations are included in the Extended Edition. Oddly enough, the many Greek city-states of Magna Graecia were depicted as being Macedonians, with a few being capable of fielding Companion Cavalry. The are a playable faction from the New World campaign, and have the Nubian Power of Trade. As a unique unit, the Portuguese rise of nations the Bandeirantes, a heavy gun infantry with. The unclaimed territory of the Caribbean is occupied by Pirates, which by their use of appear to be modified Germans. Again, various different nations recycled abilities and to a certain extent units. For instance, the Portuguese had the Power of Gold and could field the same units as the. Strangely, however, the Sardinians didn't just share the Power of the Horde of thebut could even recruit Horse Archers. It was thought that this campaign-specific repurposing of factions sparked off the Rise of Napoleon modification, which clearly was loosely based on the same conflict covered by this CtW. More recycled units and abilities are used in this scenario. For instance, re-uses the abilities associated with the British, while the reuses those of the Germans as well as their units — should you invade Central Europe during a rebellion, you would discover your allies were armed with Tiger or Leopard tanks historically they used the same equipment as the Soviets. Mod and Fanon nations Unsurprisingly, the game has brought up the attention of modders since its introduction more than a decade ago. A number of mods have sprung up, and with them, new nations. Of these mods, popular ones such asor the Second Great War 1939-1945added or revamped nations more specifically tailored to the historical time frames those mods covered. Other mods rise of nations sprung up since then, ranging from the historical to the pseudo-historical to the entirely fantasy-themed. More information can be found on the page. Some other nations have been imagined by the game's fans, and have never been implemented by a mod, or at least not in the specific way a fan visualizes them, rise of nations so they only exist conceptually. These are called fan fiction, or fanon nations. Some of these fanon nations have been added by their authors on this wiki, which is allowed if added exclusively into the category, where they are to be found.