Strategy discussion

The Aztec king was asked why he built a unit of 8 warriors only promoted with forest defense and stationed them far, far away from any of his cities. Wouldn't they be more useful as medics? Wouldn't they provide more happiness in his cities? Promoting them to axemen to fight the dog soldiers would justify their existence up north in a fort. "No," he said, "They are charged with a much more important mission." Elite jaguars were very displeased but could only mumble curses inaudibly.

Then a ship from England arrived, and some years later, they founded a city on the East Coast. The king was not perturbed by their advanced technology, but even gave them gifts of gold and open borders. These seemingly ungrateful warriors waited a while until the plague has died down, then immediately defected to the English and wore English clothes! The king not only did not exterminate their family but rewarded their wives and children!

In the year 1703, the names of 5 of these warriors, now indentured servants, were inscribed on the Triumphal Arch in Tultan.
 
I figured that the best use of my 1000th post (:dance:) would be to start this thread off :cool:

Here is a mostly completed guide for Russia based on the experiences of my last two games on Emperor level as that country. I figure though that it should only work better for the other levels since they are easier. :p I've also chosen to not give them a strength rating (as was the custom for RoX guides) since I don't feel that I've played enough games yet to accurately assess that value.
Now without further adieu I present:


The Russians
By Gunner

So you want to rule the vast land of Russia – to follow in the footsteps of, and possibly even surpass, the likes of Ivan, Peter, Catherine, and Stalin? It will not be an easy task to guide Russia to greatness, and certainly not one for the weak. The rewards for your diligence and leadership will, however, be considerable. Russia has huge amounts of potential, and it should easy be able to ascend to supremacy if lead correctly.

The first thing you must learn is that the strength of your country lays in its land, the earth it will be built upon and achieve greatness on. It contains abundant resources which will allow your nation to grow, prosper, and eventually turn into an unstoppable war machine. For this reason it is key that you take an aggressive expansion policy early on to insure that the Germans and others do not claim the land that is right fully yours. Send at least two, preferably three, of your starting settlers west to take that land before it is taken by another. You can worry about expanding to the east later, but since you will not have any real competitor for that land it will not need to be with nearly as much urgency.

The only luxury resources available to you will be furs and then later on gems (there are some gems on the coast northwest of Moscow, its a good idea to build a city there just to get them.) To compensate for the relative lack of happiness that your cities will probably be experiencing because of this its a good idea to stay with Hereditary Rule for a while and use large numbers of cheap troops to garrison your big cities and keep them happy. Also don't forget that the market provides +1 happiness with furs and the forge provides +1 happiness with gems.

Another thing to keep in mind in the early game is that you will probably be receiving a visit from a group of barbarian horse archers from the east at some point, so be sure to keep a few troops in that area (preferably spearmen) to defend. You will also throughout the entire game need to be ready to deal with attacks made against you by the AI, especially since the AI in RFC is more aggressive. Obviously the Germans will be a threat due to their inherent aggressivness and their close proximity to your borders. Be vigilant against the threats which are not quite as obvious also, such as the Mongols and the Arabians. In one of my games I had the Arabians attack me with hordes of camel archers, taking 3 cities from me and nearly taking Moscow. Things would have been much easier if I had positioned a few troops on my southern border.

While Russia is blessed with great levels of production and growth, it main weakness lays in its poor capacity for commerce and trade. If you do not adopt the proper measures to counter this then you will find yourself falling behind in the technological race and with empty coffers, regardless of what type of strategy you pursue to victory. To that end, it is essential that you develop your county’s infrastructure with an emphasis on commerce and research. Do this by building cottages frequently and early, as they will be your tool to reach commercial parity with others. You must also focus on building libraries in all of your cities both for the technological benefits as well as the culture they provide. Finally, and most importantly, be very aggressive and active in the game of tech trading.

Tech trading is an important element for any civ in Rhye’s and Fall of Civilization, but for Russia it is absolutely essential. No matter what you do, your country will not be able to compete technologically in the early game if you primarily rely on your own research and engage in only the occasional tech trade. Once you fall out of the technological race it is very difficult to catch up, so it is essential that you make an effort to not fall behind early on. Make it a habit to check your foreign advisor’s technologies screen every turn or two to spot a potential trade. Sell techs for gold to civs that are far behind you, and try to buy, trade, and research techs that some of the top techers do not have. It will be difficult to keep up, but remember that if you have been properly developing your infrastructure (with many cottages and libraries) then things should gradually become easier.

Once your economy is in decent shape then you are presented with 2 main options. The first is to continue peacefully developing your nation. You can also start sending settlers out east to colonize the vast stretches of open land there. Try to build enough courthouses for the Forbidden Palace quickly since you will start paying extravagent maitinence fees once you start expanding. Given time you should come to dominate due to your sheer size.

The other option is to go on the warpath. Russia’s excellent production abilities make it very suited for building and maintaining a large army. You should be able to out produce any opponent you face and win in a war of attrition if necessary. Try and choose a weak country as your first victim, who this will be depends on each game’s situation. The wealth and resources provided by the conquest of another county’s heartland should add to your strength allowing you to take on a tougher opponent next time.

One final thing I would like to mention is Russia’s excellent unique unit, the Cossack. It is substantially more powerful than the default cavalry unit, with 3 extra strength points and a +50% bonus versus other mounted units. If you had already been following a military strategy it should give your efforts a great boost and maybe allow you to take a crack at that other superpower that you had been weary of facing before. If not, then the arrival of the Cossack would mark a great time for you to start some aggressive expansion. It would simply be a shame to waste such a great unit by not conquering someone with it. Additionally, if your game has not turned out as well as you had hoped and you find yourself lagging behind, then the Cossack is the opportunity you need to catch up.

Now go forth and bring Mother Russia to its rightful place of greatness. Its great capacity for production and expansion along with your skillful leadership should allow you to overcome early technological and commercial challenges and carry on to victory.
saw this in the website, is this old? the only gems i see are in the far east, and rather unobtainable early game 3 tiles north into the tundra,
 
I need a strategy to avoid civil war. I am German and aiming for a UHV, I am well ahead in score, and roughly on par in tech. However, in the mid 19th century, I collapse.
My current territory (shortly prior to collapse) includes the required France, Rome and Greece for the first goal, as well as Russia and most of Scandinavia that I need for my second goal. I may have taken more of Russia than I needed, but I have difficulty telling because Russia had expanded more than I usually see in RFC, and then they collapsed (after I had partially conquered them).

Most of my cities had courthouses and as many culture buildings as possible, with the exception of the bulk of Russia where I didn't have the time to build them.
I had vassals of France (in Cherbourg and South America), Portugal and Khmer. France collapsed roughly 50 years before me.
Roughly 10 years prior to collapse Netherlands declared independence from me, and a couple of turns later I got the territory back* through the Apostolic Palace (which I rule).
The majority of my cities are protected by just one unit, and I have a sizable army of cavalry and cannons ready to invade England the moment I get the galleons I need.
The war has been short so far and I have taken one city from them (Cherbourg). It had been about 30 years since I last took a city and more than 50 years since I was at war with any AI player.

My civics are (and have been for some time): Hereditary Rule, Vassalage, Serfdom, Decentralisation, Theocracy, Commonwealth
The civics I don't yet have access to are, Police State, Universal Suffrage, Nationhood, Emancipation, Environmentalism, Occupation.

My exact stability points (from left to right) are +3, -16, +42, -114, +9.


*I loaded an autosave from a turn before this, and the Dutch defied the resolution this time. This is my most recent save file.
 
It seems that the problems are your civics and your expansion. An empire in the 19th century becomes unstable with Medieval civics. Your economy is strong enough, so you don't need Commonwealth, better adopt the vassalage or the conquest civic (in the 6th column). The biggest problem is your expansion. Probably you have too many cities, and I mean way too many. The Vikings typically build lots of close cities in Scandinavia, only keep the best. Still it's strange that you have -114, that's quite a lot. Could you post a save? That would help for better advice.:)
 
Vikings only managed two cities before they collapsed, Oslo and a little city on the west coast. I find myself having to build more just to fill the area I assume the game defines as Scandinavia.

Savefile will be coming shortly. It will be the most recent autosave, shortly after Netherlands have declared independence.

EDIT: Save should be attached
 

Attachments

You only need 1 city in the area, just make sure the civ that's supposed to occupy that area doesn't have more cities than you (or doesn't exist).
 
Yes, 1 city in each area is all that you need, tho you may want to raze other cities, especially independent ones since more cities increase the chances of the civ's respawn.
 
saw this in the website, is this old? the only gems i see are in the far east, and rather unobtainable early game 3 tiles north into the tundra,

The Gems being referred to are the ones to the NE of Moscow on the coast, yes in the tundra. A city up there next to the Gems can actually count towards the Siberian UHV requirement if you place it in the right spot.
 
The Gems being referred to are the ones to the NE of Moscow on the coast, yes in the tundra. A city up there next to the Gems can actually count towards the Siberian UHV requirement if you place it in the right spot.
theres no way to place a city there as far as i can tell, i just dropped a spot of grassland in the world builder and changed it later, i managed to get a rather unstable expansion rate of -80 something, later in that game, although i was overall solid, i had to wonder, with only 11-12 cities, for the past few hundred turns, why did it suddenly take a nose dive in the more modern era?
 
Hello, a couple experience about how to deal with Arabia emergence on Monarch playing Egypt and defending Haaru-Hetep (Jerusalem):

I assume Egypt has War Elephants, Cats, Axes, Spears, War chariots, Triremes and Horses archers at this stage.

Pre-build 2-3 triremes. When Arabia declares, blockade Makkah and Sana'a.

If you founded Sena (suez) use it as a base to defend Jerusalem. If not you need a fort there (unless you got a city coastal to Red Sea.

Have a road between Jerusalem and Niwt-rst (assuming Riwt-rst is 1N of starting location.

Have a wall already build in Jerusalem, this is not optional !

Pre build 4-6 Spears (combat 2 from coliseum+barracks) and 2- Axes (combat 1, shock), store them in Sena. Upon Arabia emergence, remove all troops from Jerusalem and store them in Sena (or in the fort). Whenever Jerusalem is threatened, send the minimal troops required to repel the assault (eg 2 spears, 1 axe vs 2 camels, 1 spadassin). Retreat your troops to Sena for healing. Always send unwounded troops to defend Jerusalem.

When troops stop deserting you, 2 spears (should be now lvl 4 troops with formation promotion) and 1 axe should be enough to repel camels and your rebellious lancers and Axes. If Arabia attack with longbows, War Elephants, cover axes and maybe Horse Archers might be a better defensive option.

Sending pillaging Chariots/Horses defended by War Elephants and cover/shock Axes while blockading Makkah will choke Arabia enough to force them into peace.

This strategy leaves Arabia crippled and boxed for the rest of the game.
 
Better yet, declare war even before Mekkah is founded (so that no extra troops will be given), give Jerusalem to them (i.e. no defections) but recapture it right away with horse archers, and capture Mekkah after the camel archers move out with 2 or 3-4 galleys loaded with promoted cats and war elephants.

What do you mean lancers?
 
Hello,

On a strict military point of view, i fully agree.

Nevertheless, I am already struggling a lot with stability and i am reluctant to give away a city (meaning loosing some permanent stability). Hence i refuse to give independance.

About taking Makkah, i dont know, i never captured it. Maybe i should think about it.

By Lancer i mean Spearman (sorry getting too much used to play in french :lol:)
 
There is a stability bonus whenever you conquer a city, and even more if it's a capital. Taking Jerusalem and Mecca would probably help your stability and would completely collapse the Arabs.
 
I've just recently started playing RFC (whichever version is with BtS 3.19) and have been trying for some time to get to a UHV with India. This last game I came closer than ever: 5 religions founded but only 5th in population. All in all, it requires a good bit of luck to get even that far.

I've been following the "Lahore" strategy outlined at

http://rhye.civfanatics.net/wiki/index.php?title=Rhye%27s_and_Fall_of_Civilization_-_Indian_strategy#Updated_Strategy_for_BtS_1.181_.28Monarch.29

which worked pretty well until just before I managed to found Islam. At that point, 4 or so War Elephants showed up from the southeast. The first thing they did was pillage my only source of Iron. The only thing I had to fight them off with was a single mercenary Spearman and a handful of Archers and Warriors. They razed my second city (Delhi) and I was down to a single Warrior in Lahore. Again I got lucky and the last barb Elephant died trying to attack Lahore. From there I was able to bounce back somewhat, but not enough to get to the 1200 AD population goal. After the War Elephants there were waves of Horse Archers from Central Asia - mostly they went after Persia but a few came my way.

Here's what I plan to do differently the next time:

1) The second city should be Bhopal, founded right on top of the Iron. Yeah, you miss out on the hammers from the mine but it means you can start churning out Spearman as soon as you have Iron Working. And there's still Ivory in the BFC, so if you manage to get the requisite techs from Europe you can build some War Elephants of your own.

2) 2 Temples in Delhi are enough. I never had more than 2 Priests running in Delhi, yet I was able to crank out 2 Prophets and get to Divine Right by turn 144, a full 10 turns before the Arabs popped up. The hammers I'd wasted on building 4 Temples and a second Christian Missionary (because, naturally, the first failed to spread) would have been much better used on another Worker or two, or on military.

Thoughts?
 
I've just recently started playing RFC (whichever version is with BtS 3.19) and have been trying for some time to get to a UHV with India. This last game I came closer than ever: 5 religions founded but only 5th in population. All in all, it requires a good bit of luck to get even that far.

I've been following the "Lahore" strategy outlined at

http://rhye.civfanatics.net/wiki/index.php?title=Rhye%27s_and_Fall_of_Civilization_-_Indian_strategy#Updated_Strategy_for_BtS_1.181_.28Monarch.29

which worked pretty well until just before I managed to found Islam. At that point, 4 or so War Elephants showed up from the southeast. The first thing they did was pillage my only source of Iron. The only thing I had to fight them off with was a single mercenary Spearman and a handful of Archers and Warriors. They razed my second city (Delhi) and I was down to a single Warrior in Lahore. Again I got lucky and the last barb Elephant died trying to attack Lahore. From there I was able to bounce back somewhat, but not enough to get to the 1200 AD population goal. After the War Elephants there were waves of Horse Archers from Central Asia - mostly they went after Persia but a few came my way.

Here's what I plan to do differently the next time:

1) The second city should be Bhopal, founded right on top of the Iron. Yeah, you miss out on the hammers from the mine but it means you can start churning out Spearman as soon as you have Iron Working. And there's still Ivory in the BFC, so if you manage to get the requisite techs from Europe you can build some War Elephants of your own.

2) 2 Temples in Delhi are enough. I never had more than 2 Priests running in Delhi, yet I was able to crank out 2 Prophets and get to Divine Right by turn 144, a full 10 turns before the Arabs popped up. The hammers I'd wasted on building 4 Temples and a second Christian Missionary (because, naturally, the first failed to spread) would have been much better used on another Worker or two, or on military.

Thoughts?
1) Are there gems in India? If not download the new version (It got added in the most recent version)
2) I got Christianity, buddism Hinduism, Confucianism and Taoism in my game, I think that is better, also I used my first prophet for bling (Built wonder, I spread hinduism to most of the world)
 
Yea, build Stonehenge for Caste System, then pop a GS and bulb Math. Then use Oracle for Calendar, then obtain Theology by whatever means necessary. (Research + GP bulb seems to be best, though you could use the GP to build a shrine, which could fuel your economy to keep that research slider high enough.
Also, switch to Serfdom when you're rapidly developing your land. It certainly helps, added on to the power of your workers - I had every resource improved, and farms on every tile that I could build them on, by 1150.
You could also try declaring war on China. They might whip out a few troops and thus lower their population.
I haven't tried it though under the latest patch (and like usual, Warlords vs. BtS). I don't think there should be much changed (relating to India), except for Persia and the gems.
 
1) Are there gems in India? If not download the new version (It got added in the most recent version)

This wasn't the latest version which was posted just recently. I'm going to dl that before my next game. Right now I'm trying to finish up the current HOF gauntlet...

2) I got Christianity, buddism Hinduism, Confucianism and Taoism in my game, I think that is better, also I used my first prophet for bling (Built wonder, I spread hinduism to most of the world)

Going for Confucianism and/or Taoism was my plan B for a while, i.e. if I missed Judaism. But I never managed to beat the Chinese to either. Was there a specific technique you used?
 
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