Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Rise of Nations: a strategy guide
By arbuz
A few thoughts that will help beginners play this game skillfully.
   
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Rush
Rushing isn't that effective in RoN, but will do against AI and noobs:
1) You build a small economy, which consists of one city with five farms and 1-2 logging camps
2) Research Sci 1, then Mil 1
3) Build Barracks, hire 5 hoplites and 2 slingers there

By the way, it's reasonable to search for ruins while deploying the army. Don't send all of your troops directly to the enemy -- try to explore the map en route with your fast units like slingers or archers. As you had already researched Sci 1, you will get much more resources from ruins.

4) Capture the capital (so you will get +500 of all resources), build some more military and hold the city. If you had captured the second city (not the capital), it's still good, but the game will be harder.

Best rushing nations: Japan and Aztec.

Don't rush against China, Maya, Britain and Korea. Don't rush on any maps with fish (fish = money = archers and towers).

If you fail rush, gg.
Boom
The point of booming is spending a lot of money on science and wonders. You will need extra timber for universities and markets as well. For defence, choose towers and archers (build only if necessary near mines, farms etc.)

As you research Science in Library:
-all upgrades become 10% cheaper
-you get opportunities for intensive development of your economy (which is eventually cheaper than extensive)

That's why you always start from researching Sci.

The cornerstone of booming is Hanging Gardens wonder, which:
-makes industry upgrades 66% cheaper (so you'll get 9 upgrades just for 1/3 of their real cost)
-gives you +50 knowledge production (it pays off very quickly, and your opponents will have to invest A LOT OF timber and money to neutralize that boost)

Colossus is a good investment too. You can even build both Hanging Gardens and Colossus.

Gold is a key resource. You will need a lot of metal and money by IV age for:
-monarchy (gives a decisive (+8) defence boost to heavy knights)
-an army of knights
-3-5 cannons with support of heavy infantry + arquebusiers
-a fort + Mil 4 in Library (which allows to research Tactics and Operations + unit upgrades)

You'll probably need a general to substitute the monarch in case if he's dead. Don't attack the enemy without your king (that +8 defence bonus is crucial). If you're playing China, upgrade your units in Medieval Age for fire lances (earliest gunpowder units).

Booming is a good strategy for British, Germans, Chinese, Indians, Persians, Americans and Inca (esp. in Himalayas). Works well on maps with fish too (as fish = money).