Rise of Nations - Gunpowder Rush Build for the Forbidden City

Rise of Nations: Extended Edition47 views2 favorites10 min readby CodeDefenceUpdated May 9, 2025View on Steam ↗

<Description>

- A generous build with smooth linkage construction that prioritizes logging and gathering wood. (+goods).
- The build speed varies depending on whether you get the food bonus from the ruins with wood control.
- This build is very abundant, so you can quickly obtain [Food + 100/Wood + 100/Wood + 20].
- The downside of this build is that compared to the general [Food + 100/Wood + 100/Wood + 20] build or the middle farming build,
- The food shortage is long due to the gap in the process of going to the slow Classical Era and scouting the ruins bonus.
- The Classical Era is slightly late to compensate for the weakness of being vulnerable to early defense.
- However, if you complete all the processes and safely move to the Classical Era, you start with very abundant resources. -The downside is that in return for being rich and having a strong construction advantage, the classic era's industry and defense are a bit slow.

-After the classic era, it's easy to obtain well-organized build orders and flexible and precise maximum resources.
-The downside is that there's a risk of being exposed to the Mystery Competition, and if it fails, the build is ruined. You should make an alternative build.
-After the gunpowder era, the team rush through gunpowder infantry is fast and powerful.

<Summary>

Ancient>
-Science 1->Commerce 1->City 1->Military 1->Classic

Classic>
-Science 2->City 2->Military 2->Commerce 2->Medieval

Medieval>
-City 3->Military 3->Gunpowder

Gunpowder>
-Commerce 3->Science 3->Commerce 4->Military 4->Enlightenment

<Conditions>

-The sum of the citizen slots of the logging camp in the capital & 1st multi tree is +8~9 or more
-(Optional) There must be 2 or more forests near the capital to build a logging camp (2 logging camps: the sum of the citizen slots is +8~9) (Required).

<Starting>

-Citizen 7 production queue
-Science 1
-Build Farm 1 (with Logging Citizen 1)
-Scout automatic scout order

<Build>

<Capital>
->After completing production of Citizen 1 at Logging Citizen, manually order 2 units to scout up to Logging Citizen (At this time, place multiple orders with the reservation movement button)
->Shortly set the reservation for citizen movement order and check frequently->When a citizen passes a relic discovered after scouting, he/she returns to that citizen and eats the relic. ->(After the build is in progress) After manually reconnaissance reservation order for 2nd citizen, deploy 2nd reconnaissance citizen to the mine at some stage of build construction
->From this point on, the scout will manually order to scout the enemy city
->(Full-scale reconnaissance with scout)

<Build change>
->*Additional construction of a logging yard with the 7th citizen produced*
->Additional construction of 1st farm as timber becomes available
->Research 1st stage of commerce
->Additional production of up to 4 citizens for timber boosting (Farm 5/Logging yard 9). ->**Build a market unit 1 in the capital as soon as you have 80 wood**

=>(Comparison of heavy farming builds: [City Stage 1 + 1st Multi City = Food 168]->[Logging Farm + 4 Citizens = 70 + (about 140) = about 210])
=>(Build that delays the timing of City Stage 1 and 1st Multi by one, and instead quickly raises wood to +100)

<City Construction>
->If possible, make sure that you have more wood than food (Before preparing to manipulate the relic bonus: In the very beginning, you will eat several food/wood/goods relics)
->Look at the wood/goods situation and produce only 1~2 merchants in the market (If there are many, you will lack wood/goods)
->(A little later) Research City Stage 1 as soon as you have 108 food
->(A little later) Start building the 1st Multi City as soon as you have 60 food/60 wood

->After that, focus on the relic bonus After food acceleration, when food reaches 108, research military stage 1
-> After merchant production is completed, produce 1 caravan at the market when food reaches 10/wood reaches 30
-> (By this time, the ruins near the capital have all been eaten, so securing food becomes difficult)

<Prevent early rush and food acceleration>
-> Complete military stage 1 research-> When wood reaches 120, build infantry training center 1 with 2 citizens at the logging yard (in a safe place close to the city)
-> Complete 1st multi city-> After completing the infantry training center, move 2 citizens built with 1st multi (citizens for farm)
-> Build 0~+3 farms with logging yard citizens as wood reaches (varies depending on the merchant's food acquisition)
-> (= 0~3 1st multi farms + 5 capitals = up to 5~8: Omit farms depending on the merchant's food acquisition)

-> [Option 0] The opponent does not advance to the Classical Era If not, produce 1~2 archers at 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 -> produce 1~3 additional archers at the Infantry Training Center -> deploy them at the Infantry Training Center (defense control)
->[Option 0] With the Ancient Era defense secured with 2 or more archers, a card that can delay the Era build compared to the middle farming build is created. Free build linkage worth 150 food.

<Classical Era Progress>
-> After building a farm and reaching Food +100, wait until you have 202~225 Food...

->Start Classic Era Research (approximately 3 minutes 50 seconds to 4 minutes)
-> Produce citizens until you reach Wood +100, then place them in a logging camp

-> Produce 2 empty citizens in a logging camp and place them (Food +100/Wood +100)
-> Complete Classic Era (~4 minutes 20 seconds)

---------------------------------------------------------------------------------

<Classic Era - Defense or Containment for a Smooth Build>

-> Complete Classic Era
-> As soon as you have 50 lumber, build and place 1 mine with 1 citizen at the logging site-> Produce 1 more citizen at the logging site
-> Bring in 2 citizens who went out to scout and place them in the mine
-> As soon as you have lumber/goods, build 1 university
-> As soon as you have lumber/goods, build a parliament
-> Research Science 2-> Research City 2-

-> As soon as you have food/goods, research Despotism in the parliament
-> As soon as you have food/metal, research Military 2-> Produce 1~3 advanced infantry units at the infantry training center and continue to steadily produce more
-> [Option] Depending on the situation, you can advance the build and upgrade the advanced infantry units for the Classic Era as you have food/metal
-> Use 1~3 advanced infantry units + Dictator (council unit) to defend against the opponent or rush the containment
-> After that After temporarily stopping the production of advanced infantry in the Infantry Training Center-> Build the 2nd Multi-City (3 cities)

-> Undergoing the construction of the 2nd Multi-City-> Produce 1 additional caravan in the market
-> Build an additional university in the 1st Multi-City-> Build an additional university in the 2nd Multi-City
-> Research the 2nd stage of commerce as you get wood/knowledge-> Produce 1 additional caravan in the market
-> Depending on the opposing territory pressure and rush, build 1 temple in the frontline city as you get wood

-> Build up to 5 farms in the 1st Multi-City as you get wood (10 in total)-> Produce additional citizens and deploy them
-> Build 1 granary in the capital with 1 citizen in the mine as you get wood/goods
-> Build 1 multi-granary in the capital with 1 additional citizen in the mine as you get wood/goods
-> Build 1 sawmill in the capital with 1 additional citizen in the mine as you get food/metals (wonderful construction speed) (for upgrade)
->(Food 10/Wood 8~10/Mines 2~3)
->In the Infantry Training Center, additionally produce advanced infantry units based on the situation as food/metal becomes available
->[Option] Select option to upgrade advanced infantry units in the Classical Era (or Medieval Upgrade)
->[Option] If you have enough wood, build a market in the first multi-city
->After that, produce up to 7 scholars at the university in the capital as goods become available
->Research construction speed up technology as wood/goods become available at the lumber mill
->From then on, you can freely use goods->You can produce archers or others

->Slightly late medieval upgrade (8th~9th minute)
->[Option] Research unit resilience up technology as food/goods become available at the granary
->[Option 1] Fast treasury: If you have more than 200/200 resources left->Gather food/wood resources for treasury (preferably stop production)
->[Option 2] Late Funding: If you are short of resources by 200/200 or less -> Prepare for City Stage 3 Research -> Later, when you have more resources, fund the Funding -> Complete the Medieval Era


---------------------------------------------------------------------------------------------------------------------

<Medieval Era - Quickly skip the Middle Ages, build a fort, and raise the commercial limit during the Gunpowder Era>

-> Most of the details are omitted from here.

->Complete the Middle Ages
->[Option] After this, you can purchase insufficient resources as goods from the market to accelerate production/construction/upgrade
->[*Option] Fast Forbidden City: When you have 200 Food/200 Wood, purchase resources to quickly build *[Wonderful Forbidden City]* with 4 Citizens

->[Required] Research City Stage 3 as Food/Knowledge increases
->[Option] When you have Late Forbidden City: Build 3rd Multi-City (Total 4 Cities: Minimum unit that can run up to 6 Caravans for Goods)
->[Option] If you need Archer Units (Goods) due to unit compatibility, research up to Tax Stage 2 at the Temple->Slow down Forbidden City and acquire Goods from the territory

->Build 1 University in 3rd Multi-City
->[Option] If you have enough Wood, build a Market in 3rd Multi-City
->[Option] Build a Temple in 3rd Multi-City depending on the situation
->Build 7 Scholars at the University in 1st Multi-City Production (up to 14 units)
->Deploy 5 citizens in the mine
->[Option] Build additional mines and deploy n citizens (total 5+n units)
->Research stage 3 military as metal/knowledge becomes available
->Complete mass production preparation for infantry units in 1 barracks (for defense)

->[*Required] Late Forbidden City: As soon as you have 300 food/300 wood, build *[Wonder: Forbidden City]* in the gap between cities or at the rear with 3~4 citizens in the mine
->[Option] Build 3~4 additional citizens in the mine and deploy
->[Option] As soon as you have 100 goods/300 metal, build 1 fort (castle) with 3~4 citizens -> Research stage 1 general tactics (right) technology (increase defense of units around the general)
->[Option] Produce 3~4 additional citizens
->After that, as soon as you have food/wood/metal, build military units for defense Production (Light Infantry/Advanced Infantry)

-> Start Gunpowder Age upgrade as soon as Food 500/Knowledge 500 is reached

-> Build 1~2 additional Infantry Training Centers for mass production of Gunpowder Infantry and upgrade acceleration through wood purchase or wood purchase
-> [Required] Build 1 Siege Weapon Manufacturing Center for insurance in case of emergency
-> [Required] Build 1 Cavalry Training Center for insurance in case of emergency
-> Complete Gunpowder Age research


--------------------------------------------------------------------------------------------------

<After Gunpowder Age (Hunter Timing)>

-> Upgrade Light Infantry/Heavy Infantry Gunpowder Infantry/Pikemen from Infantry Training Centers 2~3
-> Mass-produce Gunpowder Infantry (unlimited right click on the production bar) either singly or simultaneously from Infantry Training Centers 1~2
-> Gunpowder Infantry Hunter Rush

-> 3rd stage of commercial research-> Complete the Forbidden City (Free Forbidden City +50) Full to commercial limit) -> Caravan production

-> Science 3 research -> Academic research at university -> Build a smelter in every city with a mine -> Quickly acquire knowledge to prepare for commercial 4 research

-> Commercial 4 research -> Research resource technology (left) at science 3 granary/sawmill (full to commercial limit immediately after research) -> Caravan production

-> Military 4 research -> Research 2nd level tactics (right) technology at fort (increase defense of units around general)
-> Mass production of units at military 4 discounted status

-> As soon as food reaches 450(?)/knowledge reaches 800(?), research enlightenment era
-> Enlightenment era: Full-scale war and line warfare (automatic production function and immediate assembly point defense on the front line)




-(I used Google Translate)-




This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.