Abegweit
Anarchist trader
Overview
One of the most enjoyable things about Rhyes and Fall is that the approach to each civ is very different. The normal game is kinda repetitive. Worker first. Find the copper and the horses. If you dont have either, go for Iron. You know the map-generator will give you at least one of the three. Chop every forest in sight. Chop. Chop. Chop. Blah. Blah. Blah. RFC truly is a refreshing a change from the routine. It is a challenge to find out the most efficient approach to each of them. Only the Chinese come even close to fitting the typical pattern, and even they have challenges which are unique.
I have decided to put together a series of strategy guides to the various civs. The guides will primarily address their UHVs but will also talk about how to use them effectively to attain other victories. I dont promise to do them all (although I would like to) but I do have about ten prepared and will certainly do more. This mod is sooo addictive.
RFC is clearly tailored to Monarch. As such, these guides will mostly be geared to that level. Some civs (the Indians, for one), are impossible at Emperor. My first impression is that some others are pretty easy so I may explore the tougher challenge in those cases. Or I may not. I havent decided yet. I will not ever play Viceroy. Ever. So assume Monarch unless I explicitly state that I am going for the harder target.
The next post will contain links to the civ-specific guides, starting with the Egyptians.
Warning! Do NOT follow these links if, like me, you enjoy figuring out the optimal path. They contain spoilers (and I am sure that the designers of this mod had these tricks in mind; the Babs are an especially good example of a puzzle to solve). OTOH, you may be able to find a better route than I did. Perhaps my thoughts might help you find something even better. If so I would really like to hear it. And Congratulations if you do!
The rest of this post will focus on tips which are specific to RFC.
Revolt at the Right Moment
All civs, aside from the starting four, come into the game with advanced technologies and civics. Most know Monarchy and Bronze. Some know far more. So decide what you want to revolt to and when to do it. The game is prejudiced against anarchy. If you want to play the game properly, you need to be too. It costs one turn of the good government in order make one switch between the various inferior ones. It doesnt cost any more to make them two at a time. So try to do so.
Try also to pick the right moment to make a switch. The best time is just before you are about to found a city because it wont be affected by the game rules. If youve just built a settler and hes on his way to his destination, that is a good time for a revolt. If you do it beforehand, the settler build will be slowed. If you go it afterwards, the city production will be.
Specifically, many civs start out with two or more settlers and/or cities which are about to join them. So revolt at the very beginning. For a young civ, HR and Slavery are impossible civics to beat. Switch to them right away, long before the actual benefits are need. Make your move before multiple cities are affected.
OTOH, this may not be the optimal moment. For example, the Incas start out with HR but badly need Bronze Working. So get BW and switch when you know both of them. It saves a turn.
Three switches cost an extra turn. Four is no more expensive than three and is exactly twice two. Several of the European civs start with HR, Slavery, Theology and Vassalage. They want all four civics. OTOH, Theology is a serious mistake if you dont have a religion yet. So revolt to HR and Slavery first. The other two can come when you are ready.
Use Your Workers in Gangs
Later civs start out with several settlers and several workers. Unfortunately the land is undeveloped and you will be in an enormous hurry to get your citizens working developed tiles.
It is far better to have one good tile today and a second tomorrow and than three on the day after. The Aztecs start out with four workers on a hill. They are badly in need of farms. Even as hills go this is far from the ideal choice to work (others are on rivers) Whatever. This is where you are, so work it now. You may never come back again. So much the better.
Next send one or two workers out in front of the main group. They need to make roads so that the others can follow without wasting any time. Dont waste worker moves.
Smash the Barbs
RFC civs start about with five guaranteed victories against the barbarians on the attack. In vanilla, this can almost be a game-breaker. Incan Quechas can take down the Mayans at vanishingly tiny odds. Greek Phalanxes can conquer six or eight barb cities to the east, gaining an empire and CRIII status in the process. Do not take promotions when in invulnerable mode. They serve no point and the worse the odds, the greater the experience bonus you will get. Once, as the Aztecs, I attacked Tikal at 0.0% and suddenly saw my unit go from 1/2 experience points to 10/2 in a single mighty leap.
To repeat, you do not get this bonus on defence. If you can at all deal with the barbs on the attack.
In Warlords, this is far less important since you do not have the same bonus against the Independent States. Its still useful to know, though. If you can, attack. Are your fishing boats threatened by a barb trireme? Dont hide behind the 10% defender bonus. It wont help. Instead take your galley out and strike the bastid down. You will win despite the apparent odds.
One of the most enjoyable things about Rhyes and Fall is that the approach to each civ is very different. The normal game is kinda repetitive. Worker first. Find the copper and the horses. If you dont have either, go for Iron. You know the map-generator will give you at least one of the three. Chop every forest in sight. Chop. Chop. Chop. Blah. Blah. Blah. RFC truly is a refreshing a change from the routine. It is a challenge to find out the most efficient approach to each of them. Only the Chinese come even close to fitting the typical pattern, and even they have challenges which are unique.
I have decided to put together a series of strategy guides to the various civs. The guides will primarily address their UHVs but will also talk about how to use them effectively to attain other victories. I dont promise to do them all (although I would like to) but I do have about ten prepared and will certainly do more. This mod is sooo addictive.
RFC is clearly tailored to Monarch. As such, these guides will mostly be geared to that level. Some civs (the Indians, for one), are impossible at Emperor. My first impression is that some others are pretty easy so I may explore the tougher challenge in those cases. Or I may not. I havent decided yet. I will not ever play Viceroy. Ever. So assume Monarch unless I explicitly state that I am going for the harder target.
The next post will contain links to the civ-specific guides, starting with the Egyptians.
Warning! Do NOT follow these links if, like me, you enjoy figuring out the optimal path. They contain spoilers (and I am sure that the designers of this mod had these tricks in mind; the Babs are an especially good example of a puzzle to solve). OTOH, you may be able to find a better route than I did. Perhaps my thoughts might help you find something even better. If so I would really like to hear it. And Congratulations if you do!
The rest of this post will focus on tips which are specific to RFC.
Revolt at the Right Moment
All civs, aside from the starting four, come into the game with advanced technologies and civics. Most know Monarchy and Bronze. Some know far more. So decide what you want to revolt to and when to do it. The game is prejudiced against anarchy. If you want to play the game properly, you need to be too. It costs one turn of the good government in order make one switch between the various inferior ones. It doesnt cost any more to make them two at a time. So try to do so.
Try also to pick the right moment to make a switch. The best time is just before you are about to found a city because it wont be affected by the game rules. If youve just built a settler and hes on his way to his destination, that is a good time for a revolt. If you do it beforehand, the settler build will be slowed. If you go it afterwards, the city production will be.
Specifically, many civs start out with two or more settlers and/or cities which are about to join them. So revolt at the very beginning. For a young civ, HR and Slavery are impossible civics to beat. Switch to them right away, long before the actual benefits are need. Make your move before multiple cities are affected.
OTOH, this may not be the optimal moment. For example, the Incas start out with HR but badly need Bronze Working. So get BW and switch when you know both of them. It saves a turn.
Three switches cost an extra turn. Four is no more expensive than three and is exactly twice two. Several of the European civs start with HR, Slavery, Theology and Vassalage. They want all four civics. OTOH, Theology is a serious mistake if you dont have a religion yet. So revolt to HR and Slavery first. The other two can come when you are ready.
Use Your Workers in Gangs
Later civs start out with several settlers and several workers. Unfortunately the land is undeveloped and you will be in an enormous hurry to get your citizens working developed tiles.
It is far better to have one good tile today and a second tomorrow and than three on the day after. The Aztecs start out with four workers on a hill. They are badly in need of farms. Even as hills go this is far from the ideal choice to work (others are on rivers) Whatever. This is where you are, so work it now. You may never come back again. So much the better.
Next send one or two workers out in front of the main group. They need to make roads so that the others can follow without wasting any time. Dont waste worker moves.
Smash the Barbs
RFC civs start about with five guaranteed victories against the barbarians on the attack. In vanilla, this can almost be a game-breaker. Incan Quechas can take down the Mayans at vanishingly tiny odds. Greek Phalanxes can conquer six or eight barb cities to the east, gaining an empire and CRIII status in the process. Do not take promotions when in invulnerable mode. They serve no point and the worse the odds, the greater the experience bonus you will get. Once, as the Aztecs, I attacked Tikal at 0.0% and suddenly saw my unit go from 1/2 experience points to 10/2 in a single mighty leap.
To repeat, you do not get this bonus on defence. If you can at all deal with the barbs on the attack.
In Warlords, this is far less important since you do not have the same bonus against the Independent States. Its still useful to know, though. If you can, attack. Are your fishing boats threatened by a barb trireme? Dont hide behind the 10% defender bonus. It wont help. Instead take your galley out and strike the bastid down. You will win despite the apparent odds.