Rise of Nations Tools & Checklists
Markdown planning tools—no scripts required.
This Tools Hub is a practical checklist page for Rise of Nations (Roblox by Hyperant). It is not a JavaScript app and not an exploit kit. Copy the lists into your notes, private server practice, or Discord study group. For deeper reading, jump to Getting Started, economy, how to get XP, beginner nations, and formables.
Tool 1 — First-session checklist
Use this on a mid-tier starter (see beginner nations):
- Confirm you are in Rise of Nations by Hyperant (not the old PC RTS)
- Pick a quiet-region nation (South Africa, Nigeria, Brazil, Colombia, Indonesia, or Egypt)
- Open Resources / Factories UI and note shortages
- Fix Consumer Goods demand path before random wars
- Spot missing Gold, Copper, Iron, Titanium, Tungsten, Phosphate, Oil
- Place electronics → steel → motors → fertilizer → civilian chain (details below)
- Set research focus knowing tech is timed after the 2025 Technology Update
- Choose doctrine consciously (Stratocracy vs specialized paths)
- Justify one expansion direction tied to a formable
- Bookmark Updates and the Players Hub for XP goals
- Ignore fake codes and skip scripts injectors
Tool 2 — Factory shopping list (base ratios)
Costs and outputs can be modified by national modifiers, but base recipes are the planning spine:
| Factory | Inputs (per cycle) | Output (base) | Used for |
|---|---|---|---|
| Electronics | 2 Gold + 2 Copper | 16 Electronics | Civilians, sonar, trade |
| Steel | 4 Iron + 0.2 Titanium | 3 Steel | Motors, tanks, forts, ships |
| Motor Parts | 1 Steel + 2 Tungsten | 6 Motor Parts | Tanks, civilians |
| Fertilizer | 3.5 Phosphate | 12 Fertilizer | Civilians |
| Civilian | 3 Electronics + 2.5 Motor Parts + 2.5 Fertilizer | 40 Consumer Goods | Stability + trade |
| Aircraft Parts | 2 Aluminum + 2 Chromium + 2 Titanium | 8 Aircraft Parts | Air units |
| Petrochemical | 2.5 Oil | 3.5 Consumer Goods | Alternate CG |
Starter shopping mindset
- Secure 2 Gold + 2 Copper (mine or trade) before the first electronics plant.
- Secure 4 Iron plus a trickle of Titanium for steel.
- Add tungsten and phosphate so motors and fertilizer unlock civilians.
- One electronics + one motor + one fertilizer line typically supports multiple civilian factories—tune to your population’s CG demand.
- Sell surplus CG/electronics early; import only what bottlenecks the chain.
Detail live in the economy guide.
Tool 3 — XP unlock tracker
Track account progress toward Tier VII unlocks (0.11x modifier nations):
| Goal | XP needed | Done? | Notes |
|---|---|---|---|
| India unlock | 144,338 | [ ] | First superpower gate |
| United States unlock | 176,777 | [ ] | Strong economy tutor |
| China unlock | 250,000 | [ ] | Highest gate |
| Warlord title | 250,000 | [ ] | Title milestone |
| Conqueror title | 1,000,000 | [ ] | Long grind |
| Grandmaster title | 10,000,000 | [ ] | Marathon badge |
Farming reminder: XP ≈ (starting population / 12500) × modifier. Use high-modifier nations to fill this table; play Tier VII to enjoy power, not to grind. Full tactics: how to get XP and Players Hub.
Tool 4 — Formable planning checklist
Before a prestige run:
- Formable name: __________
- Allowed starting nations / releasables listed
- Required territories listed in conquest order
- Exclusive formables checked (will this lock Soviet vs Empire paths?)
- Peace requirement understood
- Factory chain funded for the longest front
- Oil / navy needs estimated
- River crossings scouted (River Update ~86 rivers)
- Project investment chosen (May 2026 system) if relevant
- Post-form stability plan (CG, unrest, integration)
Difficulty context: formables guide. Easy regional forms first; Roman Empire / British Empire / NAU / Soviet later.
Tool 5 — Quick “am I ready for Europe?” scorecard
Score 1 point each:
- Finished a non-Europe campaign with a formable
- Can recite electronics/steel inputs without this page
- Survived a multi-front war without bankruptcy
- Understand Stratocracy versus specialized doctrines
- Have a Project + research plan for mid-game
0–2: stay on beginner nations. 3–4: try a quiet European minor. 5: take the contested majors.
Related hubs
Print these checklists mentally every lobby. Tools here reward attention—the same attention scripts try to skip, minus the ban risk.
Frequently Asked Questions
Quick answers players search for every session.
Are these tools downloadable apps?
No. This hub is markdown checklists and tables inside the wiki—copy them into your own notes. No executors or overlays are provided.
What resources do I need for the first electronics factory?
Base electronics factories need 2 Gold and 2 Copper. Secure those by mines or trade before expanding the civilian chain.
How do I track XP unlocks?
Use the XP unlock tracker table: India 144,338; USA 176,777; China 250,000; plus title milestones. Check them off as your account grows.
What belongs on a formable planning checklist?
Requirements, exclusives, peace rules, factory funding, oil/navy needs, river scouting, and a post-form stability plan.
Can I use scripts instead of these checklists?
Scripts violate Roblox and game rules and risk bans. These checklists exist so you can play efficiently without exploits.
Which guide should I open after the factory list?
Open the economy guide for trade and CG strategy, then Getting Started for the full early-game loop.