Roblox Rise of Nations has been a game mode growing in popularity. With Risk-esque gameplay and abundant strategic opportunity, it provides ample opportunity to outplay your opponents and display your skills. However, many moving parts are involved in a game of Rise of Nations, such as ideologies, policies, technology trees, diplomacy, etc.
This guide will focus on an often unexplored source of strategy: policies. It should be noted that this guide won’t concern itself with explaining other aspects of Rise of Nations, so if you’re at all unfamiliar with any of these concepts, do look up a guide on them!
Do Not Buy Policies Instantly
One of the biggest mistakes you could make when it comes to policies is buying them too early in the game. As a general rule of thumb, you should only get policies after you have purchased your ideology. There are two main reasons for this: firstly, ideologies offer crazy bonuses that will almost always overshadow any policy you can get.
Secondly, the maintenance cost of policies may not look like much, but it adds up very quickly. In the early game, you should focus on saving up political power to get an ideology. Furthermore, the benefits of policies are usually replaceable via development and other methods. For example, acquiring consumer goods benefits stability as much as or more than all policies that grant stability. As such, delay getting any policies until you acquire your preferred ideology.

There are exceptions to this rule, of course. If the country you start with already has an ideology, then there may be no need to save up political power to switch to one. For example, China is socialist by default, while the United States is democratic. In these cases, you can begin enacting policies immediately. However, since most countries are non-aligned at the start, it is good practice to get an ideology first.
Consider Getting Ideology-Specific Policies
Once you have acquired an ideology, the first policies you should enact are ones that are ideology-specific. In Rise of Nations, there are certain policies you can enact only if your country is aligned with some ideology.
These policies are usually very good and provide great bonuses. Furthermore, they’re often much cheaper to enact and maintain. Below is a list of all ideology-specific policies:
- The Neutrality Act: must have non-aligned ideology.
- The Liberation Act: must not have Fascist ideology.
- Tax Reform: must have Democratic ideology.
- Forced Labor for dissidents: must have Communist ideology.
- Expulsion Act: must have Fascist ideology.
- Press censorship: must not have Democratic ideology.
Some of these policies are far better than others. For example, the Tax Reform policy gives you 50% more tax income with no negatives. As such, if you are Democratically aligned, the Tax Reform policy is a must-have.
Forced Labor for dissidents has similar utility for Communist nations and should be enacted as soon as possible. However, certain ideology-specific policies like the Expulsion Act provide benefits that are situational. Specifically, the Expulsion Act increases integration speed but slows down unrest reduction. Therefore, the Expulsion Act is very useful if you are looking to conquer a lot.

Best Roblox Rise Of Nations Policies
A few policies are generally considered very good and are usually enacted as soon as possible. Some of these policies require you to research before enacting them. Such policies include the Military Service policy and the Improved Infrastructure policy. The former reduces your military upkeep while increasing your manpower, whereas the latter allows you greater tax income, quicker build times, and lowered building costs.
The Improved Infrastructure policy is a lifesaver, especially in the mid-game.
Advance the Research Bureau into the Public Service Act is an incredibly useful policy chain. The former increases your research output, allowing you to research more policies more quickly. From this, you can research the Public Service Act, which will give you increased factory and resource output.
Finally, another policy you should probably get is Enforce Party Loyalty. This buffs all your ideology bonuses by 10% at a 5% unrest reduction cost. This is a great trade and a very useful policy, as your ideology buffs are the most useful in the game. However, this policy is very expensive to enact and maintain, so be mindful of its cost.
Identify Your Needs
Many policies in Rise of Nations may not function as must-haves but provide immense utility in the right circumstances. For example, if you are strapped for cash, policies such as the Agriculture Act may help, whereas if you are struggling with instability, policies such as the Welfare Act or Press Censorship may provide the bonuses you are looking for. Of course, each of these policies is associated with costs in terms of maintenance and debuffs.
Other policies in Rise of Nations serve as hyper-specific, sometimes temporary measures to be taken only when the situation calls for it. For example, a policy like Marital Law is extremely useful when you are on the losing side of a war and have lost your capital. Losing your capital incurs massive stability losses, which this policy can offset. As such, your country’s imminent collapse is halted long enough for you to launch a counter-attack. However, this should be a temporary policy as it has massive debuffs and can only be enacted if you have less than 55% stability.
Much like Martial Law, the Prosperity Act mandates a minimum amount of stability before it can be enacted. For the Prosperity Act, this amount is greater than 75% but less than 100%. However, the Prosperity Act need not be a temporary policy, as it only provides buffs. It is situational due to the fact that you must have high stability to enact it.
Finally, if the war effort isn’t going your way, you can adopt a Hail Mary policy to try and turn the tide. This policy is the Emergency War Fund, which gives you massive bonuses at a very high political power cost and maintenance. Furthermore, this policy can only be enacted when at war! Given the extremely high cost and very specific limitations on when it is allowed, such a policy should only be used in emergencies.
We hope this guide has been useful, and you are now ready to step your game up using policies.
Available Policies
Policy | Description | Cost | Effects |
---|---|---|---|
The Welfare Act | We will assist in providing the needs to those who are unable to provide for themselves. | 40 political power 0.61 political power per 5 days | Tax Income: -5% Base stability: +5 |
The Public Service Act | Lets encourage our population to employ themselves in the various public sector departments, mostly in manufacturing in order to improve our output. | 55 political power 0.81 political power per 5 days | Factory Output: +20% Resource output: +20% |
The Neutrality Act | We will make neutrality our greatest strength. | 100 political power 1.5 political power per 5 days Requires non-aligned ideology | Tax Income: +25% Base stability: +25 Justification time: +300% Resistance: +100% |
The Military Service Act | We will incentivize those who join in our armed forces. | 40 political power 0.75 political power per 5 days | Military Upkeep: -10% Manpower Increase: +20% |
The Liberation Act | We seek to not merely just conquer everyone around us, but to show that we are striving to give the recently taken citizens a better life than their previous state. | 40 political power 0.75 political power per 5 days Requires ideology other than fascism Not maintaining Strengthen Central Authority policy | Unrest Reduction: +10% |
Agricultural Act | By subsidizing our agricultural sector, we can increase the field of our crops. | 35 political power 0.35 political power per 5 days | Tax Income: +8% Manpower Increase: -5% |
Tax Reform | By making taxes easier to be filled, and harder for tax evasion to happen, we can squeeze out a bit more tax out of the country. | 60 political power 0.61 political power per 5 days Requires democracy ideology | Tax Income: +25% |
Strengthen Central Authority | We will hasten the speed by which we integrate our newly conquered lands by taking a more aggressive stance. This won’t sit too well with them however… | 50 political power 0.5 political power per 5 days Not maintaining The Liberation Act policy | Unrest Reduction: -33% Integration Speed: +25% |
The Prosperity Act | As long as we are united, our nation will be better off than ever. | 20 political power 0.21 political power per 5 days Stability greater than 75% and less than 100% | Tax Income: +10% |
Improve Infrastructure | By improving our national highways, airports and ports, we seek to strength the economic position of our country. | 40 political power 0.75 political power per 5 days | Tax Income: +10% Building Cost: -10% Building Speed: +5% |
Forced Labour for dissidents | Instead of locking away political prisoners, we will employ them in factories and mines. As the saying goes, “Off to the gulag! | 35 political power 0.61 political power per 5 days Requires communist ideology | Tax Income: +15% Factory Output: +40% Resource Output: +50% |
Expulsion Act | The citizens in newly conquered territories will be given two choices, either be deported from your lands, or subject to our rule. | 30 political power 0.41 political power per 5 days Requires fascist ideology Not maintaining The Liberation Act policy | Unrest Reduction: -65% Integration Speed: +50% |
Press Censorship | The media is too alarmist and gets many critical details either wrong or heavily distorted. With a little pressure we can convince them to paint our regime in a better light. | 25 political power 0.35 political power per 5 days Requires ideology other than democracy | Unrest Reduction: +10% Integration Speed: +5% Base Stability: +10 Tax Income: -5% |
Enforce Party Loyalty | We will make the current ruling system popular within the country by any means possible. | 75 political power 1.25 political power per 5 days | Ideology Power: +10% Unrest Reduction: -5% |
Emergency War Fund | We must raise additional funds in order to maintain and expand our military in these dire times! | 100 political power 4 political power per 5 days Must be at war | Tax Income: +40% Military Upkeep: -25% Base Stability: -10 Unrest Reduction: -15% |
Martial Law | The military will fulfill the duties of maintaining order. | 100 political power 2 political power per 5 days Stability greater than 0% and less than 55% | Tax Income: -25% Base Stability: +60 Unrest Reduction: -33% Factory Output: -20% Integration Speed: -15% Resource Output: -20% |
Advance the Research Bureau | Place a higher priority on advancing our research efforts. | 55 political power 0.81 political power per 5 days | Research Output: +34% |
Encourage Development | A series of tax breaks, less regulations and other financial incentives aimed at encouraging domestic development. Increases the chance of positive economic events. | 75 political power 0.5 political power per 5 days | Tax Income: -10%Increases chances for positive economic events |
Anti Corruption Act | By diverting additional resources for the fight against corruption, we stand a better chance at cleaning up the government. | 60 political power 0.7 political power per 5 days | Tax Income: -20%Reduces corruption slowly |
Source: Table from Fandom.com