Out4Blood & El_Cap's Rise of Nations Strategy
Sunday, August 03, 2003
How to play the British
This article discusses how to play the British Civilization and links to various strategy websites for additional information.
Let's start by taking a look at the British Civilization bonuses:
One of the best bonuses in the game, the +25% commerce cap bonus enables you to have a bigger economy than your opponent. And one of the better aspects of this bonus is that it makes your economy grow in just about the right proportions to your natural city development. For civilizations without economic bonuses, COM1 research gets you only to a cap of +100. The British will get to +125. With a normal civilization, two cities with 5 farms each will produce +120 food, so you won't be able to fully utilize your second city's full potential until you've been able to research COM2. And once you do research COM2, you'll probably have to build a third city to get up to that cap of +150. The British player, on the other hand, will be conveniently capped at +125, enabling him to make full use of his second city and lumber camp before further economic development.
Because of this economic development, it is generally beneficial for British players to advance to an earlier Classical Age with a build similar to this:
SCI1, CIV1, COM1, SCI2, CLASSICAL, MIL1
At this point the British player has three main strategic branches:
The taxation bonus is small in the beginning. You don't earn that much from taxation initially. So 2x a small number is still a small number. However, as you gain more territory and research the taxation upgrades, you'll quickly be capped at your wealth maximum from having so much wealth. So the British player should do a couple things:
This only really has impact on water maps where heavy fighting occurs. It's not that valuable. Anyone else could just build a second dock (or even a third dock) to out produce you. Winning battles like that really comes down to the underlying economy production, because you're rarely able to keep even one dock at full capacity. So the value is merely the incremental wood saved.
Receive Foot Archer upgrades for free
If you use archers, then you'll like this bonus. If you're not a big user of archers, then this will have little impact on you. The British archers are not siginificantly better against the typical archer counters than their non-unique brethren.
Forts and Towers +2 Range
Static defenses don't serve too well in defense in this game, but they can be useful in certain situations. Having +2 range on those buildings could be useful, but I wouldn't build a strategy around it. Some players use towers and archers together to create a strong defense from raiding, then use those archers later on in the game when they upgraded to Blackwatch.
Anti-aircraft units and buildings 25% cheaper and 33% quicker to build
Not very handy. If you need this as British, then you're probably doing something wrong. In this case BHG seems to be trying to model the historical civ "bonuses" to the game. Britain was a hard target to raid by air, so this gives them some advantage. It's just not that helpful when applied in game terms.
The British invented radar during WWII, so they were known to be difficult to air raid because their fighters were always in the air waiting for the raiders.Post a Comment