Out4Blood & El_Cap's Rise of Nations Strategy
Tuesday, March 30, 2004
Touching Up on the Basics Part II: City Planning
Many people ask the question as to how many Cities they should build before going to Classical Age. My answer always is, and always will be, "It depends on the situation."
1. Two Cities before Classical Age: Your economy will usually be capped at 100 if only building 2 Cities before going to Classical Age. You will want to build this City as far forward toward the enemy as possibly. Engage in early raiding, but don't over-raid. If you hurt your enemy bad enough with quick raiding, you easily have the advantage. Early raiding gives you 2 things, and I will cover them more deeply in Part III: Raiding. One, it disrupts your enemy's economy, and secondly, you are scouting to see what he's planning as a counter-defense.
1. Early Raiding (at around 4:00 minutes).
2. Quicker access to Metal and Knowledge.
3. If you scout and find weakness in your enemy's defenses, you can quickly acquire a 3rd City by capturing it instead of building it.
1. Weak Borders.
2. Weaker Position.
3. Worse Economic Transition.
2. Three Cities before Classical Age: Your economy will usually be capped at 100, and your Classical Age time will be slower, but you can make an easier transition in capping your resources at 150 once going to Classical Age and getting a University and researching COM 2 at the Library. Again, you will want to build the Cities as far forward as possible.
1. Stronger Borders.
2. Stronger Position.
3. Better Economic Transition.
1. Susceptible to Rushes, Raids, and early Assaults.
2. Slower access to Metal and Knowledge.
3. You're in a defensive position and probably don't know what your enemy is up to.
3. Second City Built Sideways: This is a very defensive position, and you're focusing on out-booming rather than attacking. This is very risky, and you need to get a Temple in each City and the Temple upgrade ASAP to get your 3rd City as far forward toward your enemy as possible. If not, your enemy can manage to out-border you for a better aggressive position, and later out-boom you as well. You'll see many Second Cities built sideways on maps such as Himalayas, Southwest Mesa, and sometimes Great Sahara.
1. Best Economic Transition.
1. Very Weak Borders.
2. Very Weak Positioning.
3. You're in a very defensive position and not getting your 3rd City as far forward toward your enemy will leave your Capital or important economic 2nd City vulnerable.
Positioning is merely controlling the majority of the map. However, you'll see positioning come into play when you see one player with an aggressive border push. They will eventually starve out the other player from grabbing important resource spots such as Timber, Mountains, Lakes, and even Rare Resources. Later on, even Oil. A strong position will also get you closer to the 2nd City or even the Capital. If this happens, you gain the advantage of pressuring your opponent to be more defensive. If your 3rd City is in jeopardy, but you're attacking his Capital, who do you think has the advantage? This is why I always tell people to build their cities as far forward toward their enemy as possible!
Best Border Pushers: Maya, Chinese, Koreans, Spanish... and sometimes Russia. Oh yeah... and the Bantu. =p
P.S. If you have any questions, ask and I will answer. I know I'm leaving something out...
Comments: Post a Comment