Since there is a similar Rise of Rome thread, I'd thought I'd start a Fall of Rome one for completeness sake.
City Placement & REX:
As the Huns : You have plenty of starting nomads without the need to ever build any more [Monarch level], IF you place them properly. I'd sugest that all sites be along the river and have bonsues, with the possible exception of one near the Iron. (Alternatively, a worker could form a colony there if culture doesn't expand rapdially enough)
As the Celts: You have a good start on cities and free workers for each of them, but could use about double that to fill in Ireland and some empty spots in England. So build one nomad as the first build in all cities. Transport the ones from Scotland into some of the larger empty spots in England, and also transport one from Ireland into another empty spot in England. Have the rest of the Ireland ones fill out Ireland. No real need for any additional cities built on Monarch level, athough it would be benifital to do so once you capture Londonium
As the Sassidends: I wouldn't recomend building any new cities at this point as them unless there's a unique luxary nearby. AI Huns normally starts exploring in your direction right away. Concentrate on building units instead from turn 1.
As the germanic ones: You could definately use more nomads initally than they have.
Tech reserach path:
Non-Sassidens:
1. Beeline to the tech allowing the Scourage of God followed by the one allowing you to build Warlords.
2. Trade for the rest of the techs with barb tribes as they research and/or trade from Rome and Sass for them.
3. After completing the barb portion, might as well turn reserach completely off until you trigure your GA to save money for other things.
4. Don't be afraid to give the barbs a good deal with these techs.
5. One scientist exploit does not work. The max time to research a tech in this Conquest is at least 168 turns.
6. There are several techs that the Sasiden / Roman AIs will sell you that you can never buy or sell to/from the other barbs. However, the Sasidens / Roman AIs will praticly give them away from free in trade. It has to do with flavors, and has also been noticed in Middle Ages.
Sassidens:
1. Beeline into the "Rome Strikes Back" era.
2. Do NOT be like the AI that reseraches and switches to Imperalism. Confirmed in 1.22 that this bug still exists, and Imperalism is also confirmed to be tradable in 1.22 as well.
Post Rex:
As the barbs the only useful city builds are:
1. Harbors (Celts only) : 2 to connect Ireland to Scotland + some of the city sites could use them.
2. Baracks. DUH!
3. Temples : Culture and maintiagn order.
4. Market Places in the size 5+ ones: But ensure you have enough units being built.
5. Court Houses: In a few of the size 5+ cities suffering the most from corrutpion.
6. Scourage of God Great Wonder. Start it in your best shield production city.
7. Aquaduct. cities stuck at size 6 only. Going to be a long time before getting this tech anyway.
Contacts:
As the Barbs generally don't buy contacts. AI will sell the contact with you to the other party if you don't buy it, so theres no need to waste your money. (And both Romes & Sass start with the Communications trading tech so there's not much money to be had doing this.)
Military Alliances & Embassys:
The following civs are most diserable to form MA with against Romes:
1. Celts
2. Franks
3. The purple germanic civ.
4. Sassidens
So this is 4 embassys you absolutely need. (3 if playing one of them)
It's also important to sign the MA against the right version of Rome, so wait for the other half of Rome to declare war on you before asking for help against it. You don't have long to wait at all. If really dispearte, declare war on both romes the same turn.
You really have no choice but to rely upon the other barbs to help with sacking the half of rome your not nearest to initally. (Unless playing the purple germanic civ which is near them both.)
But you should be ready to sack enough of the Roman towns on your half to knock them out without help.
Timing: Time it so that your in the GA during a significant part of the build to the Scourage of God. And if Rome asks for a bribe early, don't give in and start the war then.
Iron Use: Don't connect until a few turns before completion of the tech allowing War Lords. This allows a horde of Raiders which can be upgraded at 120 gold each, which after you turn research off can be done.
Initally 1 Warlord and a stack of 3 Raiders is sufficent to sack a smaller city.
Rome doesn't have that many Legions (4/4/1), and instead all full of the great defender called the Roman Garrsion. (A 1-2-1 unit)
Capturing vs Sacking to the ground:
Only capture a city that's directly continous to your own empire so that it's easily defended. There is no option to change your mind in an elimination mode game. Don't be like the AI that is credited to multiple city loses due to swapping a city back and forth.
On a similar topic be carefull about founding cities. Note that you don't need a city to earn the VPs. Just place a unit there instead, and if a rival civ plants a city near there, they'd be a good target.
Additional info for Celts:
The Curraghs can be upgraded to Galleys, which may be helpful against West Rome.
Additional info for Huns:
You start with a lot of Horsemen which match the speed of your Nomads and also make excelent explorers. These horsemen can be upgraded to Heavy Calvary , but the game is probably over by then.
Palace note:
Note for those civs that start with no cities and multiple nomad that the very first nomad you build will determine your palace, so choose wisely.
Also note that there is NO Forbidden Palace small wonder in this conquest.
City Placement & REX:
As the Huns : You have plenty of starting nomads without the need to ever build any more [Monarch level], IF you place them properly. I'd sugest that all sites be along the river and have bonsues, with the possible exception of one near the Iron. (Alternatively, a worker could form a colony there if culture doesn't expand rapdially enough)
As the Celts: You have a good start on cities and free workers for each of them, but could use about double that to fill in Ireland and some empty spots in England. So build one nomad as the first build in all cities. Transport the ones from Scotland into some of the larger empty spots in England, and also transport one from Ireland into another empty spot in England. Have the rest of the Ireland ones fill out Ireland. No real need for any additional cities built on Monarch level, athough it would be benifital to do so once you capture Londonium
As the Sassidends: I wouldn't recomend building any new cities at this point as them unless there's a unique luxary nearby. AI Huns normally starts exploring in your direction right away. Concentrate on building units instead from turn 1.
As the germanic ones: You could definately use more nomads initally than they have.
Tech reserach path:
Non-Sassidens:
1. Beeline to the tech allowing the Scourage of God followed by the one allowing you to build Warlords.
2. Trade for the rest of the techs with barb tribes as they research and/or trade from Rome and Sass for them.
3. After completing the barb portion, might as well turn reserach completely off until you trigure your GA to save money for other things.
4. Don't be afraid to give the barbs a good deal with these techs.
5. One scientist exploit does not work. The max time to research a tech in this Conquest is at least 168 turns.
6. There are several techs that the Sasiden / Roman AIs will sell you that you can never buy or sell to/from the other barbs. However, the Sasidens / Roman AIs will praticly give them away from free in trade. It has to do with flavors, and has also been noticed in Middle Ages.
Sassidens:
1. Beeline into the "Rome Strikes Back" era.
2. Do NOT be like the AI that reseraches and switches to Imperalism. Confirmed in 1.22 that this bug still exists, and Imperalism is also confirmed to be tradable in 1.22 as well.
Post Rex:
As the barbs the only useful city builds are:
1. Harbors (Celts only) : 2 to connect Ireland to Scotland + some of the city sites could use them.
2. Baracks. DUH!
3. Temples : Culture and maintiagn order.
4. Market Places in the size 5+ ones: But ensure you have enough units being built.
5. Court Houses: In a few of the size 5+ cities suffering the most from corrutpion.
6. Scourage of God Great Wonder. Start it in your best shield production city.
7. Aquaduct. cities stuck at size 6 only. Going to be a long time before getting this tech anyway.
Contacts:
As the Barbs generally don't buy contacts. AI will sell the contact with you to the other party if you don't buy it, so theres no need to waste your money. (And both Romes & Sass start with the Communications trading tech so there's not much money to be had doing this.)
Military Alliances & Embassys:
The following civs are most diserable to form MA with against Romes:
1. Celts
2. Franks
3. The purple germanic civ.
4. Sassidens
So this is 4 embassys you absolutely need. (3 if playing one of them)
It's also important to sign the MA against the right version of Rome, so wait for the other half of Rome to declare war on you before asking for help against it. You don't have long to wait at all. If really dispearte, declare war on both romes the same turn.
You really have no choice but to rely upon the other barbs to help with sacking the half of rome your not nearest to initally. (Unless playing the purple germanic civ which is near them both.)
But you should be ready to sack enough of the Roman towns on your half to knock them out without help.
Timing: Time it so that your in the GA during a significant part of the build to the Scourage of God. And if Rome asks for a bribe early, don't give in and start the war then.
Iron Use: Don't connect until a few turns before completion of the tech allowing War Lords. This allows a horde of Raiders which can be upgraded at 120 gold each, which after you turn research off can be done.
Initally 1 Warlord and a stack of 3 Raiders is sufficent to sack a smaller city.
Rome doesn't have that many Legions (4/4/1), and instead all full of the great defender called the Roman Garrsion. (A 1-2-1 unit)
Capturing vs Sacking to the ground:
Only capture a city that's directly continous to your own empire so that it's easily defended. There is no option to change your mind in an elimination mode game. Don't be like the AI that is credited to multiple city loses due to swapping a city back and forth.
On a similar topic be carefull about founding cities. Note that you don't need a city to earn the VPs. Just place a unit there instead, and if a rival civ plants a city near there, they'd be a good target.
Additional info for Celts:
The Curraghs can be upgraded to Galleys, which may be helpful against West Rome.
Additional info for Huns:
You start with a lot of Horsemen which match the speed of your Nomads and also make excelent explorers. These horsemen can be upgraded to Heavy Calvary , but the game is probably over by then.
Palace note:
Note for those civs that start with no cities and multiple nomad that the very first nomad you build will determine your palace, so choose wisely.
Also note that there is NO Forbidden Palace small wonder in this conquest.
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