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ron gives you the flexibility to focus 100% on economy or 100% on tech/military or anything in between
the 'strategy' in the game is deciding what to do.
what order to build things in once you have a goal is simpler
refining that order in real-time to allow you to switch to a different goal is hard
I have played more AoE2 than RoN so it might be that I don't completely understand. But I would say those principles also apply to AoE2. There is plenty of scope for reacting to your opponent. If you decide for example to launch an Archer rush, while your opponent has been busy massing skirmishers, your rush will fall flat. In both games you have to scout your enemy and adjust your strategy depending upon what you see. AoE2 is a very skilled game.
In both games you need to decide what you are going to do: rush, defend against a rush, boom etc. What I am still figuring out in RoN is once I have decided upon a strategy is the optimal build order in order to achieve that stategy.
Now I keep reading that there is no such thing as build orders in RoN. And this is what I don't quite understand. Let's say you decide that you want to launch a horse archer rush (assuming that people do this), the speed at which you are able to achieve a particular milestone (for example sending those horse archers over to your enemy's lumber camp) will depend upon choices you make. If you invest to many resources in the wrong area early on, you won't be able to spend those resources gettting that stable up quickly and then sending them against your enemy.
One big difference I suppose, is that RoN progress much more quickly than Age of Empires2, so I supppose build orders become irrelevant more quickly than they do in AoE2. In AoE2 you will usually have quite precise build order for the first 11 to 18 minutes. In AoE2, the 18 minute mark is still early game, while in RoN the game is quite advanced by that point.
aoe2 is a game about economic optimization
every build order in the game is just about making villagers nonstop
even if you misread the situation and overexpand, the town center is a defensive fortress that kills everything so you barely get punished
ron has lots of strategies where you stop making villagers or can't just make units because you have resources. there's this population limit / commerce limit concept which means you have to make hard choices and optimize your plan instead of just spamming vils + spamming units nonstop
It's part of it yes. Certainly for the first 15 to 18 minutes you want to make villagers non-stop with barely a second gap between a villager being created and the next one starting to be created. But it also about having exactly the right amount and the right kind of resources (depending upon your strategy).
I wouldn't say barely get punished. Defending against a rush takes some skill. While there are advantages to booming there are also risks.
Yes I see what you are saying here. In both games you have get the balance just right. I just don't have a good sense of how to get the balance right in RoN.
With AoE2 there are so many detailed strategy guides written (and commentated pro games on youtube), it easier to learn from the pros. With RoN you have to figure it out by trial and error, I guess.
But you are right, I need to remember that while the two games have some similarity, there are some big differences too. I need to get out of the AoE2 mind-set.
http://www.whiskytangofoxtrot.org.uk/ron/strategy/catalogue.htm
There seems to be quite a lot of guides at there.
Edit: except a lot of the links are dead, alas. :-(