Rise of Nations - Archer-focused tower fortification early defense build (incomplete)
Rise of Nations - Archer-focused tower fortification early defense build (incomplete)
<Description>
- A generous build that prioritizes logging and lumber gathering, allowing for smooth, linked construction (+goods).
- The build speed varies depending on whether you gain food bonuses from ruins through lumber control.
- This build is very affluent, allowing you to quickly acquire [Food +100/Wood +100/Wood +20].
- The downside of this build is that compared to the typical [Food +100/Wood +100/Wood +20] build or the middle farmer build,
- The slow Classical Era upgrade and the gap in the ruins bonus scouting process lead to prolonged food shortages.
- The Classical Era upgrade is slightly delayed to compensate for the weakness in early defense.
- However, if you complete all stages and safely enter the Classical Era, you'll start with a very abundant resource base.
- The downside is that, in exchange for the wealth and strong construction, the Classical Era upgrades and defense are somewhat slower.
- Archers can be trained as a primary force since the Classical Era.
- Archers' effectiveness drastically reduces the combat power required to increase the number of arrows in city or fortress towers, making defense easier.
- A generous build that prioritizes logging and lumber gathering, allowing for smooth, linked construction (+goods).
- The build speed varies depending on whether you gain food bonuses from ruins through lumber control.
- This build is very affluent, allowing you to quickly acquire [Food +100/Wood +100/Wood +20].
- The downside of this build is that compared to the typical [Food +100/Wood +100/Wood +20] build or the middle farmer build,
- The slow Classical Era upgrade and the gap in the ruins bonus scouting process lead to prolonged food shortages.
- The Classical Era upgrade is slightly delayed to compensate for the weakness in early defense.
- However, if you complete all stages and safely enter the Classical Era, you'll start with a very abundant resource base.
- The downside is that, in exchange for the wealth and strong construction, the Classical Era upgrades and defense are somewhat slower.
- Archers can be trained as a primary force since the Classical Era.
- Archers' effectiveness drastically reduces the combat power required to increase the number of arrows in city or fortress towers, making defense easier.
※Issues:
※Issues:
(1) Medieval builds take around 10 minutes. This is slower than previous builds. It's about 30 seconds slower to defend against a 6-minute cavalry rush, and Medieval builds take 1 minute.
(2) Wood and food resources aren't accumulating as quickly as expected. Or is it due to overuse? Resources are scarce during the build.
(3) Due to the difficulty in obtaining resources, the pace of knowledge development in cultivating scholars is extremely slow. Consequently, even Medieval builds are fastest in the early 10-minute range.
(1) Medieval builds take around 10 minutes. This is slower than previous builds. It's about 30 seconds slower to defend against a 6-minute cavalry rush, and Medieval builds take 1 minute.
(2) Wood and food resources aren't accumulating as quickly as expected. Or is it due to overuse? Resources are scarce during the build.
(3) Due to the difficulty in obtaining resources, the pace of knowledge development in cultivating scholars is extremely slow. Consequently, even Medieval builds are fastest in the early 10-minute range.
※Conclusion
※Conclusion
- It might be different for civilizations with archers as special units or with economic bonuses.
- Its large population of citizens makes it far superior to other builds in resource gathering.
- The utility of the citizen army and archers in defense stands out.
- The archer build is ultimately unfinished!
- The defensive play against arrows fired by archers inside towers is truly superb!
- It might be different for civilizations with archers as special units or with economic bonuses.
- Its large population of citizens makes it far superior to other builds in resource gathering.
- The utility of the citizen army and archers in defense stands out.
- The archer build is ultimately unfinished!
- The defensive play against arrows fired by archers inside towers is truly superb!
<Summary>
<Summary>
Ancient History
-Science 1->Commerce 1->City 1->Military 1->Classical History
Classical History
-Commerce 2->City 2->Military 2->Science 2->Medieval History
Ancient History
-Science 1->Commerce 1->City 1->Military 1->Classical History
Classical History
-Commerce 2->City 2->Military 2->Science 2->Medieval History
<Requirements>
<Requirements>
- The combined citizen slots of the Lumberyards in the Capital & 1st Multi-Tier Trees must be at least 8-9.
- (Optional) There must be at least 2 clusters of forest near the Capital for the Lumberyard (2 Lumberyards: combined citizen slots must be at least 8-9). (Required)
- The combined citizen slots of the Lumberyards in the Capital & 1st Multi-Tier Trees must be at least 8-9.
- (Optional) There must be at least 2 clusters of forest near the Capital for the Lumberyard (2 Lumberyards: combined citizen slots must be at least 8-9). (Required)
<Starting>
<Starting>
-Citizen 7 Production Queue
-Science 1
-Build Farm 1 (with Logging Citizen 1)
-Scout Auto-Reconnaissance Order
-Citizen 7 Production Queue
-Science 1
-Build Farm 1 (with Logging Citizen 1)
-Scout Auto-Reconnaissance Order
<Build>
<Build>
<Capital>
-> After completing the production of 1 Citizen at the Logging Yard, manually order 2 Citizens to scout (use multiple pre-ordered movement commands at this time).
-> Keep the citizen movement orders short and check them frequently.-> If a Citizen passes a relic discovered after scouting, it will return to that Citizen and consume the relic.
-> (After the build is complete) After ordering 2 Citizens to manually scout, deploy 2 Scout Citizens to the mine at some point during the build construction.
-> From this point, manually order the Scout to scout the enemy city.
-> (Full-scale scouting with the Scout)
<Capital>
-> After completing the production of 1 Citizen at the Logging Yard, manually order 2 Citizens to scout (use multiple pre-ordered movement commands at this time).
-> Keep the citizen movement orders short and check them frequently.-> If a Citizen passes a relic discovered after scouting, it will return to that Citizen and consume the relic.
-> (After the build is complete) After ordering 2 Citizens to manually scout, deploy 2 Scout Citizens to the mine at some point during the build construction.
-> From this point, manually order the Scout to scout the enemy city.
-> (Full-scale scouting with the Scout)
<Build Changes>
<Build Changes>
->*Build an additional logging yard with the 7th citizen produced*
->Build an additional farm as soon as lumber becomes available
->Research Commerce Stage 1
->Fully produce up to 4 additional citizens for lumber boosting (Farm 5/Lumber Yard 9).
->**Build a market in the capital as soon as lumber reaches 80**
=>(Comparison of a medium-sized farmer build: [City Stage 1 + 1st Multi-City = 168 Food] -> [Logging Yard + 4 Citizens = 70 + (approximately 140) = approximately 210])
=>(Build that delays the timing of City Stage 1 and 1st Multi-City by one, but quickly raises lumber to +100)
->*Build an additional logging yard with the 7th citizen produced*
->Build an additional farm as soon as lumber becomes available
->Research Commerce Stage 1
->Fully produce up to 4 additional citizens for lumber boosting (Farm 5/Lumber Yard 9).
->**Build a market in the capital as soon as lumber reaches 80**
=>(Comparison of a medium-sized farmer build: [City Stage 1 + 1st Multi-City = 168 Food] -> [Logging Yard + 4 Citizens = 70 + (approximately 140) = approximately 210])
=>(Build that delays the timing of City Stage 1 and 1st Multi-City by one, but quickly raises lumber to +100)
<City Construction>
<City Construction>
-> If possible, ensure that you have more wood than food (before preparing to manipulate the ruins bonus: in the very early stages, you'll end up consuming several ruins of food, wood, and goods).
-> Depending on the wood and goods situation, produce only 1-2 merchants in the market (if there are too many, you'll run out of wood and goods).
-> (A little late) Research City Stage 1 as soon as you reach 108 Food.
-> (A little late) Begin construction of the first multi-city as soon as you reach 60 Food and 60 Wood.
-> Afterwards, accelerate food production based on the ruins bonus, and research Military Stage 1 as soon as you reach 108 Food.
-> After completing merchant production, produce a caravan in the market as soon as you reach 10 Food and 30 Wood.
-> (By this time, you've consumed all the ruins near the capital, making food acquisition difficult.)
-> If possible, ensure that you have more wood than food (before preparing to manipulate the ruins bonus: in the very early stages, you'll end up consuming several ruins of food, wood, and goods).
-> Depending on the wood and goods situation, produce only 1-2 merchants in the market (if there are too many, you'll run out of wood and goods).
-> (A little late) Research City Stage 1 as soon as you reach 108 Food.
-> (A little late) Begin construction of the first multi-city as soon as you reach 60 Food and 60 Wood.
-> Afterwards, accelerate food production based on the ruins bonus, and research Military Stage 1 as soon as you reach 108 Food.
-> After completing merchant production, produce a caravan in the market as soon as you reach 10 Food and 30 Wood.
-> (By this time, you've consumed all the ruins near the capital, making food acquisition difficult.)
<Preventing Early Rush and Accelerating Food Supply>
<Preventing Early Rush and Accelerating Food Supply>
-> Complete Military Research Phase 1-> Once you have 120 Lumber, build an Infantry Training Center with 2 Citizens from the Logging Yard (in a safe location close to a city).
-> Complete the 1st Multi-City-> After completing the Infantry Training Center, move the 2 Citizens you built in the 1st Multi-City (for farming purposes).
-> As soon as you have Lumber, build 0-3 Farms with the Lumbering Yard Citizens (depending on the merchant's food supply).
-> (= 0-3 Farms from the 1st Multi-City + 5 Farms in the Capital = 5-8 Farms: Omit Farms depending on the merchant's food supply.)
-> [Option 0] If the opponent doesn't advance to the Classical Era, produce 1-2 Archers from the Infantry Training Center->Deploy 1 in each city.
-> [Option 0] Check if the opponent is attempting an Ancient Era Rush->Deploy 1-2 Archers in the city->Add an Infantry Training Center. Produce 1-3 archers -> deploy them to the Infantry Training Center (defense control)
->[Option 0] With 2 or more archers securing the Ancient Era defense, a card that delays the Era upgrade compared to the Heavy Farmer build is created. This allows for a free build chain with 150 food points.
-> Complete Military Research Phase 1-> Once you have 120 Lumber, build an Infantry Training Center with 2 Citizens from the Logging Yard (in a safe location close to a city).
-> Complete the 1st Multi-City-> After completing the Infantry Training Center, move the 2 Citizens you built in the 1st Multi-City (for farming purposes).
-> As soon as you have Lumber, build 0-3 Farms with the Lumbering Yard Citizens (depending on the merchant's food supply).
-> (= 0-3 Farms from the 1st Multi-City + 5 Farms in the Capital = 5-8 Farms: Omit Farms depending on the merchant's food supply.)
-> [Option 0] If the opponent doesn't advance to the Classical Era, produce 1-2 Archers from the Infantry Training Center->Deploy 1 in each city.
-> [Option 0] Check if the opponent is attempting an Ancient Era Rush->Deploy 1-2 Archers in the city->Add an Infantry Training Center. Produce 1-3 archers -> deploy them to the Infantry Training Center (defense control)
->[Option 0] With 2 or more archers securing the Ancient Era defense, a card that delays the Era upgrade compared to the Heavy Farmer build is created. This allows for a free build chain with 150 food points.
<Classic Era Progress>
<Classic Era Progress>
-> After building a farm and reaching +100 Food, wait for 202-225 Food to be collected...
-> Begin Classic Era Research (approximately 3 minutes 50 seconds to 4 minutes)
-> Produce citizens until you reach +100 Wood, then place them at the Logging Yard.
-> Produce two empty citizens at the Logging Yard and place them there (+100 Food/+100 Wood).
-> Complete Classic Era (~4 minutes 20 seconds).
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-> After building a farm and reaching +100 Food, wait for 202-225 Food to be collected...
-> Begin Classic Era Research (approximately 3 minutes 50 seconds to 4 minutes)
-> Produce citizens until you reach +100 Wood, then place them at the Logging Yard.
-> Produce two empty citizens at the Logging Yard and place them there (+100 Food/+100 Wood).
-> Complete Classic Era (~4 minutes 20 seconds).
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<Classical Era - Archer and Citizen Militia Defense Combination and Infrastructure Expansion>
<Classical Era - Archer and Citizen Militia Defense Combination and Infrastructure Expansion>
-> Complete the Classic Era
-> As soon as you have 50 Lumber, build and deploy a mine with a citizen from the Logging Yard.
-> Recruit two citizens from the scouting mission and deploy them to the mine.
-> As soon as you have Metal/Goods, build a tower with two citizens from the Logging Yard at a location near the Logging Yard, mine, or trade route.
-> [Required] Research Citizen Militia (melee defense) as soon as you have Food/Metal.
-> [Optional] Research the Pledge of Allegiance technology as soon as you have Metal/Goods. (Skip the Classic Era or choose to research it.)
-> Complete the Classic Era
-> As soon as you have 50 Lumber, build and deploy a mine with a citizen from the Logging Yard.
-> Recruit two citizens from the scouting mission and deploy them to the mine.
-> As soon as you have Metal/Goods, build a tower with two citizens from the Logging Yard at a location near the Logging Yard, mine, or trade route.
-> [Required] Research Citizen Militia (melee defense) as soon as you have Food/Metal.
-> [Optional] Research the Pledge of Allegiance technology as soon as you have Metal/Goods. (Skip the Classic Era or choose to research it.)
2
-> (Depending on the political system selected) Produce up to 4 additional citizens and deploy them.
->[Option 1] If you choose a parliamentary system, autocracy -> Deploy the additional 4 citizens produced in the logging city to the logging camp.
->[Option 2] If you choose a parliamentary system, republic -> Deploy the additional 4 citizens produced in the mining city to the mine (for a total of 7 mine citizens).
->[Option 2] Move the completed 4 citizens to the logging camp.
->**(Important) Build the first university as soon as you have wood/goods.
->[Option 1] If you choose a parliamentary system, autocracy -> Deploy the additional 4 citizens produced in the logging city to the logging camp.
->[Option 2] If you choose a parliamentary system, republic -> Deploy the additional 4 citizens produced in the mining city to the mine (for a total of 7 mine citizens).
->[Option 2] Move the completed 4 citizens to the logging camp.
->**(Important) Build the first university as soon as you have wood/goods.
3
->*Build a parliament with 1 citizen at the logging camp as soon as you have wood/goods available.
->[Option 1] Research Parliamentary Autocracy (optional)
->[Option 2] Research Parliamentary Republic (optional) -> Move the 4 citizens you added to the mine to the logging camp.
->If there's not enough space for citizens at the logging camp, build an additional logging camp and then deploy citizens.
->Build a second university as soon as you have wood/goods available.
->Build 2 archers as soon as you have wood/goods available.
->**(Important) Research Commerce Stage 2 as soon as you have wood/knowledge available.
->Build a second market as soon as you have wood.
->[Option] Build a temple in City 2 as soon as you have wood.
->[Option 1] Research Parliamentary Autocracy (optional)
->[Option 2] Research Parliamentary Republic (optional) -> Move the 4 citizens you added to the mine to the logging camp.
->If there's not enough space for citizens at the logging camp, build an additional logging camp and then deploy citizens.
->Build a second university as soon as you have wood/goods available.
->Build 2 archers as soon as you have wood/goods available.
->**(Important) Research Commerce Stage 2 as soon as you have wood/knowledge available.
->Build a second market as soon as you have wood.
->[Option] Build a temple in City 2 as soon as you have wood.
4
-> Temporarily halt citizen production (Food +100/Lumber +100~+150/Metal +30)
-> Research City Level 2 as soon as food becomes available -> Build a second multi-city (City 3)
-> Produce two additional Caravans
-> [Optional] Parliamentary System (if using a totalitarian system) -> Research Military Level 2 a bit early
-> Complete City 3 -> Temporarily halt Archer production and build infrastructure
-> Construct a Temple in City 3 (frontline area) -> Construct an additional University (University 3)
-> Research City Level 2 as soon as food becomes available -> Build a second multi-city (City 3)
-> Produce two additional Caravans
-> [Optional] Parliamentary System (if using a totalitarian system) -> Research Military Level 2 a bit early
-> Complete City 3 -> Temporarily halt Archer production and build infrastructure
-> Construct a Temple in City 3 (frontline area) -> Construct an additional University (University 3)
5
->Re-produce additional citizens as food becomes available (until Medieval Era research is completed, excess food production will occur).
->**[Required] [Sell any missing goods to obtain them.]
->**Consider the opponent's rush timing and mass-produce additional main units (Archers) as wood and goods become available.
->[Option 1] Build additional towers as available during the Classical Era, monitoring metal and goods availability (combined with Archers - a key defensive tool).
->[Option 2] Delay tower construction until after the Medieval Era, then build them later and build a large number of towers and fortresses. (Also consider building a Colosseum.)
->**[Required] [Sell any missing goods to obtain them.]
->**Consider the opponent's rush timing and mass-produce additional main units (Archers) as wood and goods become available.
->[Option 1] Build additional towers as available during the Classical Era, monitoring metal and goods availability (combined with Archers - a key defensive tool).
->[Option 2] Delay tower construction until after the Medieval Era, then build them later and build a large number of towers and fortresses. (Also consider building a Colosseum.)
6
->Temporarily halt Archer production and build infrastructure buildings.
->Build infrastructure (Market/Temple/Additional University/Farm) as Wood/(Goods) become available.
->After researching Science Level 2, build 1-2 Lumber Mills as Food/Metal become available.
->[Optional] Build 2 Granaries as Wood/Goods become available.
->[Optional] Research Herbalism (right-side technology) as Food/Goods become available in the Granary. Increases resilience when placed in a unit building.
->Research Medieval Era as Food becomes available (approximately 10 minutes).
->Build infrastructure (Market/Temple/Additional University/Farm) as Wood/(Goods) become available.
->After researching Science Level 2, build 1-2 Lumber Mills as Food/Metal become available.
->[Optional] Build 2 Granaries as Wood/Goods become available.
->[Optional] Research Herbalism (right-side technology) as Food/Goods become available in the Granary. Increases resilience when placed in a unit building.
->Research Medieval Era as Food becomes available (approximately 10 minutes).
- The End -
-(I used Google Translate)-
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