ローマ攻撃的城押し戦術 科学1→治世1→経済1→市場と寺院は第二都市に建設する。 古代後すぐに大学建設し、科学2を行う。大学完成後に学者を即2-5人雇う。(知識レア資源があり、金レア資源がない場合減らす) この時点ではまだ鉄を掘らない。(肉木を優先するため) 通常は古代前に科学2を行うが、ローマは金収入に余裕があるため学者を雇いやすく、古代後に科学2をやっても大丈夫だ。その分早く治世2をやって、国境押しを行うことができる。 科学2→軍事1→軍事2 軍事1の直後に馬小屋を建設し、軍事2のあとに弓騎兵をつくり襲撃する。 ローマの金ボーナスのおかげで弓騎兵もつくりやすい。 このへんで経済2に必要な知識140がたまるはず、たまり次第経済2. 肉木が120-140ぐらいになったところで鉄を掘り始め、60-80ぐらいにする 鉄がローマ城の225に足りない場合は建築ボーナス目当てで採掘所2を作るのもアリ。 治世2→村建設→寺院建設・宗教研究→3-5人で砦を国境ギリに建設。 建設予定地点に軽騎兵2を送り、砦の近くに1-2の兵舎を建てる。 無料の重歩兵は建設者を守るのに有効で、敵が妨害してくるようならさらに多くの兵を送る。 砦を立てている最中に科学3→精錬所→経済3。 ローマ砦で国境がおされるので、さらに国境ギリに塔1-3を建てて敵内政妨害を狙う。 塔を建てている間に武器工場と将軍を作る。スパイを作るのも良い。 将軍は防御力やデコイが便利なうえ、塔に入れると射程と攻撃力が1増える能力がある。 投石器は、可能ならば敵の畑を狙うべき。 一番壊れやすく、敵が畑を別の場所に再建するために無駄な木を使わせられる。 それ以外にも国境内から届く限りの施設を破壊する。 寺院と学問所は破壊ボーナスが金なのでナイスだ。 安全な場合に限って、兵士で敵農民を殺しにいっても良い。 ここで注意すべきなのは、確実に占領できる場合以外、絶対に町を砲撃してはいけないということだ。 占領しない限り、町のHPを減らすことに何の意味もない。 この戦術は、敵の経済都市に対して行わないと意味がないので、あらかじめ偵察しておくことが超重要である。 Topic Subject: Roman Aggression strategy half_lotus Member posted 11-03-03 02:20 AM EDT (US) -------------------------------------------------------------------------------- This is a very aggressive strategy that uses quick raiding, fort border pushing, an early general, and sieging of economic targets while steadily increasing your knowledge rate to stay even or ahead in the tech race. Its main strength is keeping the opponent off balance and it takes advantage of bonus Roman wealth and cheaper forts/towers. It works best on land maps in 1v1. Start with standard Sci, Civ, Comm and build your economy as normal (+100/+100). Build a market and temple (optional) in your second city (which should be built toward the opponent). Then go classical and build a University immediately. Make 2-5 scholars right away (less if you have knowledge rares and no wealth rares), so you can get Comm 2 soon. If you have very good wealth rares, you can go ahead and fill up the Uni. Do not build any mines yet; the food and timber is needed to quickly reach the 150 mark for said resources. Immediately after reaching Classical, research Sci2 (it値l cost 80 knowledge, you get 100 upon reaching Classical). It is more common to research Sci2 before Classical, thus saving on the knowledge cost and paying out in food. With Romans you have plenty of early wealth for knowledge and soon you値l use the food savings for Civics 2 and a third city to commence border pushing. After Sci2, research Military 1 and build a Stable on the edge of your border. Get Military 2, build 1-3 HA and get to raiding. Bonus Roman wealth means you can afford early HA without slowing your Scholar production and thus Knowledge gathering. You will research Science 2, and Military 1-2 in quick succession. While you池e setting up this raiding you should be approaching the ~140 knowledge needed for Commerce 2. Expand your food and timber production to hit the Commerce 2 cap asap. You can get away with 120-140 timber rate for the time being, so don稚 build another lumber camp or mill for an extra +20-30 just yet. Build a mine and get at least +60-80 metal. Build a second mine if only for the metal completion bonus; you need the metal (225 for a Roman fort) more than the timber (second mine is 70 timber) at this point. Get Civics 2 when you can afford it, and build a third city toward your opponent. Build a temple right away and research Religion. Religion costs 70 wealth, which is easily paid for by the Romans. Send 3-5 citizens to build a fort as close as possible to an enemy city. Send a couple of light cav to the building site, and construct a barracks or two near the fort. You get free HI for defense. Make more military units as necessary if your opponent is trying to deny construction of the fort (you have two free units, so you池e a leg up already). Beforehand, you should have scouted your opponent痴 cities to build as far toward them with your third city and Fort. While this is going on, continue to grow your economy/knowledge. Build a second University and get Sci 3 when you can afford it (it costs wealth, so it's easily afforded). Get a smelter immediately and granaries/lumber mills as needed. You want to maintain a brisk economy, and plan for reaching the Commerce 3 cap without delay. When the fort is done, use the group of citizens to construct 1-3 towers at key points along the border. The fort is pushing borders farther than usual and you can usually build towers in range of economic buildings. Use your free HI and build military units as necessary to keep your builders safe. While the towers are going up build a Siege Factory nearby and make 1-3 catapults, and a General from your fort. A spy or two is nice to have, for scouting especially. General and spies cost wealth and metal; You have lots of wealth, and are saving metal on the fort/towers. You now have a nice strong point from which to destroy his economic buildings. This is a common sieging tactic which is made even more deadly with cheaper Roman forts/towers and the fort border bonus. Siege his farms first if you can, they go down quickly and will put in a dent in his lumber when he rebuilds them. Destroy everything you can reach, temples and universities are nice targets, they give wealth as plunder. Send in a few regular units to raid his citizens if it is safe. You want maximum disruption of his economy. Do not waste time sieging the city unless you are POSITIVE you can capture it! It is worthless to reduce a city if you do not have a larger military to capture. This is a common mistake among players. The general gives your units an armor bonus and gives you lots of options during this small scale sieging. You can create decoys for absorbing attacks or distracting him in another location. Decoy catapults are nice to have. If he runs in to kill your siege you can Ambush to hide. He値l get pounded by the towers which should have an archer garrisoned in them. Forced March back toward the fort if he comes with a much larger force, and he has a Scout to counter your Ambush. Smart use of the general is key, don't wait until you need his abilities. Create decoys right away and let his skill points fill back up for use again. Make sure you have a scout to prevent bribing, or build an observation post near the strong point. Of course you are growing your economy while this is going on. Get Medieval Age for the University upgrade, Printing Press, and continue making scholars. Two universities is enough to get to Gunpowder quickly, and probably three is needed to reach Enlightenment in a timely manner. It is essential that you be able to grow your economy during this offensive. At this point you have raided your opponent with HA, pushed his borders considerably, and sieged several economic buildings. He has been under pressure since the opening moments and in several different ways. If nothing else you have lots of momentum, make sure you keep it. Where you go from there will depend on his reaction. If he builds a sizable force to stop your siege army, you should probably run to the fort and prepare to out age him. If he takes a defensive approach and attempts to out age you, get some unit upgrades and take a city. Make sure the city you capture is an economic one, don稚 spend time fighting for a city with a couple farms and a temple. But maintain a high knowledge gather rate! This is the strength bonus wealth; you can carry out early military operations without slowing your scholar and university production. My first two games using this strategy are posted at RoN Universe. They aren稚 outstanding games, I値l post more as I play them and try to perfect the strategy. I don稚 know yet if this is the strongest strategy in the world, but it痴 damn fun and will be better in patch 3 with the Roman buff. Comments welcome. [This message has been edited by half_lotus (edited 11-03-2003 @ 02:27 AM).] Author Replies: jedianakinsolo Member posted 11-03-03 08:59 AM EDT (US) 1 / 3 -------------------------------------------------------------------------------- I'll have to try it out. Good Write-up! By the way, what size of map is good for this? -------------------------------------------------------------------------------- http://www.ron.pcgaminguniverse.com/ jabroni Member posted 11-03-03 09:07 AM EDT (US) 2 / 3 -------------------------------------------------------------------------------- Seems like a pretty comprehensive strat. But what if the opponent comes with an early medieval assault? I'm assuming that the attack will come during the third city of your strat and so will the defences that you mentioned be adequate, considering that you will still continue to go ahead with the third city? half_lotus Member posted 11-03-03 04:34 PM EDT (US) 3 / 3 -------------------------------------------------------------------------------- Also you can put that general into one of your towers for increased range/power. Note that you cannot garrison in buildings that are within enemy territory (if he pushes the border back a little). That takes us to the biggest killer of this strat, Bribery. Buildings in enemy territory can be bribed. An observation post and an archer in the tower should take care of any spies. Jedi I've been doing this on 2/3 player maps with good success. On an arena map you can probably go two cities (with temple in the second) and then build a fort. I imagine it would be even more deadly on a smaller map. HAs raids certainly are. The one land map that this strat sucks on is Great Lakes. In patch 3, mediterranean and Warring States aren't in the land map set so you're safe from those. Jabroni I'm not sure when the third city goes up, I'd have to check a replay. The weakness of this strat is probably an ancient or classical attack, by medieval you have good military capability. But classical attacks are usually very vulnerable to HA raiding, that would make his life difficult. If he came with a 6-9 minute attack at your second city, you'd be in trouble. All your defenses and military are being forward built leaving your rear vulnerable. The good part is that your unique HI counter other nations HI, so a standard 150 attack can be dealt with. O4B raises a good point in his page: Quote: but I'm always leery of building forts and towers on the border. They make great siege targets. And since the Roman player is investing in forts and towers, the other player should be able to afford a couple of catapults in response. Toss in the troops to defend them and what's the poor Roman player to do? This situation will arise quite often, and there are a few options. You can siege his catapults. Or in many cases you can bribe a few catapults once, after that they'll wise up. If they have scouts to start with, a Forced Marched attack with a few cavalry can take out catapults pretty quickly. Or create decoys and launch 1-2 distracting attacks and send in light cav on the catapults. If he protects his siege with HI, you've got two free unique HI which counter his HI, so that'll help. If they build a large enough army to prevent a flank attack on the siege (this would require a sizeable force to keep 3-4 cavalry+general out), I would switch gears: fall back on the fort and start teching. If he does this, he probably has all his military in one spot, send more HA raids toward his workers/merchants/caravans. The main strength of this strategy is that you are controlling the tempo and the time and place of attack from the opening moments. When you lose the advantage in a certain aspect, switch gears. After he counters your initial HA raid, move to the next phase. If he contains your tower/siege attacks, go back to HA raids and tech up. The idea is that you start with your strengths, and when the opponent counters, you switch it up. No single strategy is the best in RoN, so make sure you can think on your feet. 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