Out4Blood & El_Cap's Rise of Nations Strategy
Wednesday, August 25, 2004
Maximizing Efficiency and Minimizing Deficiencies
The biggest difference between winning and losing can be decided in the first few minutes of a game. It is that important.
Scouting and Ruin gathering/manipulating is a major contributor towards a faster start. The Spanish have a major advantage in this regard, and then next is the Iroquois. The British, Aztecs, Americans, Romans, and Bantu come next. Sometimes, it's best to do a SCI 1 MIL 1 with a Barracks start with 1-3 LI using any Nation to counter the amount of Ruins your opponent might recieve.
Rare Resource finding. This is especially important if you're the Nubians and the Dutch. Sending Merchants toward certain Rares first before others is vital. Don't bother sending a merchant to a Relic Rare to get +20 Knowledge if you're still in the Ancient Age and you're not the Greeks. If you find something like Cotton, it's better to get that rare first, because it will give you +20 Timber which you can use and benefit from immediately.
The next thing is trimming the fat. You will easily cap your economy at +100 for Food and Timber in the Ancient Age. Just remember not to overbuild Citizens until you get to Classical Age. A faster Classical Age time can save you in many different situations. If you have +70 Food and +90 Timber and you find a Cotton Rare for +20 Timber that you don't have a Merchant on yet, build only 2 Citizens instead of 3. Have those 2 Citizens build Farms so you'll end up with +90 Food and +90 Timber. Once your Merchant settles on the Cotton, you'll be capped at +100 Timber. Move a Citizen off Timber harvesting and use it to build a Farm. Now, you will be capped at +100 for Food and Timber without having to build any extra Citizens you don't have to and get to a faster Classical Age. When going up to Classical, you can start building Citizens to get ready to build Universities and fill up Mines, etc.
There's no real need to build a Temple in Ancient Age unless your strategy involves a strong 3 City border push in Ancient Age, or if you're the British and can afford a cheap Taxation upgrade. It's better to use that 80 Timber to cap your economy first. If you're left with extra Timber you're not using, build a 2nd Market instead. There's no need to build a Temple unless you're getting rushed, or planning on getting your 3rd City up. You'll need a lot of Timber once reaching Classical Age to build your Universities, your Senate, and your Mines, along with a Stable if you're going to Raid or protect against raiding.
In Classical Age, you can easily cap your economy at +150 for Food, Timber, and Metal with 3 Cities and without Granaries, Lumbermills, or Smelters. Capping your economy at +200 (most of the time in Medieval Age) is a different story. It's best to not upgrade your Granary, Lumbermill, or Smelter to reach the +200 economy cap, but it's necessary to build them to reach it. Unless, of course, you're the Germans.
When trying to reach your economic cap at +260, you should then upgrade at your Granaries, Lumbermills, and Smelters. By then, you should be in Gunpowder Age with Democracy researched to give you that upgrade discount. Until trying to reach +500 for your economy for Metal, you won't need any more Citizens except maybe 2 or 3 more to put on mining.
That's how to maximize your economy and minimize deficiencies in a nutshell. Good luck and have fun!
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