rise of nations скрипт роблокс

Advanced Tutorial

This article is a summary of advanced strategies and tips used by experienced players merged into an advanced gameplay tutorial. Redirect to Beginners Tutorial incase of no basic game knowledge.

Contents

Early game

A period of early game usually happens since 2019 to the end of 2020 and is mainly based on inital economic, military and research development.

Military groups

It is recommended to spend all military power on an army leader and then to assign him to newly made military group. Assign all units and automatically asign newly recruited units to a group to successfully implement leader’s bonuses to assigned units, and then level up the leader to increase extra bonuses.

Research

In this period of game it’s very recommended to invest gained technology points into research tree to gain them faster. Max the tree and then, in mid-game, develop other trees.

Alliances

Incase the nation player plays is unable to defend against its threats, player should attempt to ally strong neighbours. Do not ally nations which give no potential profit, e.g. nations which are far away and are weaker. They will very rarely provide any help if player is attacked.

Resources and trading

Factories are things player should build at the very start of the game. Recommended strategy included in this section is electronics selling but it is commended to produce manufactured resources such as steel and motor parts. They will be used later to produce more advanced military units. Trade required units and sell profitable ones. AI is able to trade resources and will buy everything unless it would have a deficit after the potential made trade with player. Incase the nation doesn’t have almost anything from the required resources for units other than electronics it’s better to buy manufactured stuff directly.

Electronics selling

Producing electronics out of gold and copper is the easiest way to earn money and can be used not only in early game. Sell produced units to AI as fast as it is possible to be faster than other player-controlled nations. List below represents nations and how much units they can afford. Non-listed nations can accord maximum of 15 units, in default.

NationGoods accepted
United States212
India154
China113
Brazil111
Japan86
Mexico36
Russia26
South Africa21
Germany21
United Kingdom19
Indonesia19
Egypt17

Policies

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Policies can be useful in the early game, but they cost political power, which means it will delay ideology implemention time, so choose policies wisely. On base gain, it is possible to gain 250 political power in 469 days. Advance The Research Bureau, Improve Infrastructure and the Military Service Act need 0.75 political power per 5 days, meaning when using all of them and having high government spending, it is possible to get 250 political power in 7.7 years.

Technology

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The biggest priority in technology should be the research tree, because then player will gain more research points, meaning more technology. Quantum Computing is the last technology in the research tree, which can be achieved as soon as 2022. When nation has a good economy it can increase research spending law to maximum. When nation earns a decent amount of political power, the Advance The Research Bureau policy can be implemented. Events, ideology and modifiers can also increase research output but it’s usually achieved during mid-game. The maximum possible research gain without a brilliant researcher is 23.3 points per 5 days.

Mid-game

This period of gameplay happens after 2021, to 2040, where majority of players leave the server. This period is the most important and is based on conquests and further development.

Events

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Events can be both good and bad. Some events give player very good effects but can lead to events like insurgency, so be careful which events are accepted. Corruption and regimal operations lead to bad events. Events are sometimes triggered by any actions player takes, for example, they can get the «Our researcher has been killed!» event if they have instability and a large insurgency, which deals a negative effect on research points output. Some events may seem great, but they do have a couple of risks to take. If the nation has great economy, build monuments and hold larger military parades. Invest in researchers, raids on corrupted organizations, et cetera.

Warfares

Naval warfare

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There are 5 different types of ships. Each ship type has its own strong and weak sides.

As an island nation, get few submarines. If the state is quite rich, then get fair amount of all ship types surrounding the island to get an ultimate protection. Also, anti-aircraft units are recommended.

Air warfare

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Air warfare is a very rare occurrence in the gameplay. In this situation though, numerical advantage is the priority. Whoever has more planes in the stack will win the war. It’s also important to note that Aircraft get destroyed by naval fleets, excluding the Submarine. Things like an aircraft carrier or destroyer are hard counters to air units. Anti-aircraft and fighters are the best at clearing the air. Depending on what are the plans, use those planes.

Other ground units are good at destroying anti-aircraft.

Land warfare

Most of the gameplay players will fight on land, so building a ground army should be the best military priority.

Defensive

Players should play defensively if the invader is much stronger than defender. This way of playing heavily depends on terrain and biomes.

Cities in mountains and semi-mountains can be used to entrench units in them which will greatly increase how effective they are. Hide infantry and artillery in mountains. Produce anti-aircraft units to prevent an airstrike. If city is located near the coast, use submarines to destroy battleships and aircraft carries as they can be the only threat to hidden units. It is very important to build a fort in the city units are hidden. Train all units inside the city and wait patiently. Technology, which is surprising, plays important role in defense aswell. Upgrade political, ground unit and economic tree to: reduce the general upkeep, increase city’s resistance and to increase units’ defense points. Policies such as Neutrality Act will also increase resistance. Eventually, if plan failed, scorch the city.

As an island nation, build a strong navy and surround a nation with it.

Offensive

Invade non-mountainous nation with tanks as it’s the most effective land unit used to conquer others. If the nation is mountainous, use infantry. If a defender uses a method provided above, the only thing which can decide about the winner is a numerical advantage, same with naval and air warfare.

Winning despite of numerical advantage

It is possible to win against much larger armies but tactics and special units must be used.

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How does rise of Nations work in Roblox?

Rise of Nations is a real-time strategy Roblox game which has a large amount of players online at any given time. It is a game in which you start as any nation. Then, you can start conquering others and making alliances with other countries using your army. You can also form long-gone empires by unifying them.

Who is the creator of rise of Nations?

What are the Cheat Codes for rise of Nations?

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Beginners Tutorial

This page details a beginner’s guide and tutorial to easily creating an empire.

Rise of Nations is a grand strategy game, making it by nature more complex than typical Roblox strategy games. In this game, strategies revolve around managing the Treasury, diplomatic relations, stability, and the military.

Beginners Tutorial

Tactics for winning battles will be dealt with in the Combat Comparisons page. You can also check out some of our Strategies Before starting the guide, you should familiarize yourself with the UI (User Interface) and know how to do basic things like make buildings, units, and declare war. You should also learn at least basic things about the Mechanics of this game. Detailed instructions can be found in the help guide if you press tab at the top of the screen once you enter a game. (Not in the lobby)

Contents

Country Selection

Although it is possible to conquer the world as nearly any country with enough patience, allies, power, and time, for a quick and easy start with little threat of invasion, choosing any African nation due to it always being ignored or strong Middle Eastern nations is ideal although if a better nation, such as Egypt, has no major neighbors (such as Turkey or Saudi Arabia) as a player, it is another good option. Note that it is NOT a good idea to choose USA, the United Kingdom, Russia, or Japan as an absolute beginner because although they seem isolated and powerful, Europe and Asia are often sites of significant early-game conflicts, and democratic nations like Brazil could be difficult to manage due to a stability penalty on declaring war unless if you permanently increase your government spending to high. which is NOT ideal early-game due to it consuming your low income in the beginning. Choosing a country next to one of the three largest countries in the game (China, United States, India) is not a good selection unless they are a friend or completely new or is a friendly person.

Game Start

How to Declare War

Trading is by far the easier option as after waiting a few minutes a measly 1 imported parts per turn can grow into a stockpile enough for several thousand tanks.

Different Justifications

Conquest takes around 75 Days scaling with distance from your capital for non-aligned countries to justify. When the enemy collapses, you can annex all of their land, claim 20% of their income as war reparations, seize 5-75% of the country’s resources, and seize 5-75% of the enemy’s treasury. In almost all cases, you want to select all of these terms.

Subjugate takes around 90 Days scaling with distance from your capital for non-aligned countries to justify. When the enemy collapses, you can make them a puppet state, claim 20% of their income as war reparations, and/or seizing 75% of the enemy’s treasury.

You don’t need any justification process to declare an independence war as it’s available to subjects by default but you need to be a puppet. The truce with your master must be over. When that happens, you can declare war on your master. You can use all of the terms listed above.

Diplomacy and Allies

While you are waiting for your justifications to complete or as a side activity, you can manage your diplomatic relations. Diplomacy is mostly the most important factor in Rise of Nations for even the largest of countries: simple diplomatic mistakes can win and lose wars and unmake empires. If you have a friend, try to invite them to play with you, as they are much easier to trust and coordinate with than a stranger. If there are experienced players in the game or the Discord server, ask them to play with you and help you along. Our friendly community will be more than happy to teach a new player the ropes and defend them from any invaders. Consider your allies carefully and make sure you only choose a few good allies. Alliance spamming may seem like a good strategy, but it rarely works and new players who are alliance spammers are held in low regard by many of the regulars. Things to consider when you look for an ally are:

Factions are great for a group of superpowers, as the new update has increased the maximum amount of members to about 20 members. Superpowers, such as the USA/NAU, China/Qing, India/Maurya, and Germany/German Empire, can make factions. if you do not have any powerful allies, it is best to join a superpower’s faction.

Everything that makes another person a good ally is also good for you! If you want experienced players to ally you, communicate with them and ask them for help to guide you through your own mistakes. If they are playing seriously, it may take up too much of their time, but in casual games they will be more than happy to be your friend as long as you can learn from your mistakes.

Further Expansion

After you have finished justifying, declare war and justify on your next set of nations immediately! More experienced players will be rapidly expanding and taking the most valuable countries, so there is no time to waste. Make sure that your units do not begin moving until after you’ve declared war, as if they are too close your war declaration will be blocked. Over the next two years you will be conquering dozens of AIs in order to carve out the borders of your empire. Annexing A.Is should follow a streamlined process:

Improving your Military

You should get around 3,000 to 5,000 tanks, and they will greatly speed up the process of conquering your AI neighbours, so deploy them as soon as possible. At this point you can continue to use infantry if your military is overstretched or you need to conquer some mountainous territory, but they should be phased out as you create an all tank army. Your armoured corps will make the process of conquering countries go much more quickly, especially if you are in Africa. Unless you are about to enter debt or need to free up manpower immediately, don’t delete your tanks. These tanks will gain experience fighting AI armies and capturing cities, so by the end of the early-game you will have a core of veteran divisions. Your experienced infantry army can be retired to defend your capital and your most important cities. You can also build a Fort on your capital for extra defence.

You can create Roads between different cities, which allows tanks, infantry, and artillery to move faster on the roads and get to their final destinations quicker.

Political Management

There are several things to manage to keep your country stable and ready for war, mainly Ideology. Although it might be tempting to pick other ideologies due to their bonuses, Nationalism/Fascism is the ideal ideology for expansion early-game. It provides a major buff by increasing your stability by %1 every time you declare war, which will help you recover from low stability early-game. The cost reductions to upkeep will all but eliminate your deficit, and your justification time is halved. A good idea is to check your country screen around the middle of 2020 for when your Political Power points reach 250, which is the amount needed to switch to nationalism, and get it as soon as possible. Socialism and Communism are also great for expansion and your economy + factories. However, no matter how much you feel drawn to the words of «Justice and Liberty for all», do NOT under any circumstances choose Liberalism and Democracy as your ideology, and if Democracy is your starting ideology, you want to focus on getting rid of it (and Liberalism). Democracy and Liberalism lose stability every time they declare war, have more military upkeep, and arguably worst of all, they take much longer to justify than even Non-Aligned.

Stability Management

Another thing to consider is government spending. Unless you are in a major, player vs. player war, you should never need to set your government spending higher than medium. If you are democratic, keeping it at medium is important to slow down your stability decay and prevent your newly annexed territories from rebelling. Otherwise, adopting Nationalism should solve stability issues without needing to spend too much money. However, if you go below 38% stability or you have high war-exhaustion (above 1), turning on government spending to medium is a must. Stability depends on unrest, and if you remain in low stability/high war-exhaustion, it can take a long time to recover as you get periodic unrest events from annexed countries that will worsen your stability even more. Keeping government spending at low to medium levels early-game is a good idea if you haven’t gotten the hang of managing stability yet and you don’t want your country to collapse after too many wars, a common mistake for beginners.

Policy Management

Policies are a feature which allow you to control you national affairs. It can provide your nation with many benefits. However, they require Political Power to implement and maintain.

Ideology Management

Socialism is an excellent ideology for countries with enough money that are looking to play defensively, as it increases factory output and helps make a country self sufficient and Communism further boosts it, albeit with an income penalty that can be fixed by implementing forced labor. Nationalism provides you with reduced military upkeep, though you might better off switching to Fascism as it provides better military upkeep reduction and faster Casus Belli fabrication. Liberalism is typically not a good idea during the early-game unless if you’re trying to switch into a Democratic nation. If you start as Democratic, switching to Liberalism is ‘not advised.

Manpower and Economy

The Service Laws policy provides a major advantage if you are Democratic or have a small population, as they increase your recruitable population by a lot (even if it is a few percent, that’s still tens of thousands of people!) and provide bonuses to manpower. In fact, as democratic nations, changing your service law after reaching 200 political power is the first thing one should do, and the second thing one should do as an African nation (other than Egypt) after becoming Nationalist. If one has additional manpower issues, especially as a rich Democratic nation, they should build recruitment centers on every available city, though manpower issues are uncommon come late-game

Common Game Tactics

Blitzkrieg

Blitzkrieg, German for «lightning warfare», in Rise of Nations is a strategy similar to its real-life counterpart. Commonly known as «tank rushing», if one gathers enough tanks to attack an unprepared nation, they often will simply collapse or be annexed completely before any of their allies can put up a fight. This strategy is controversial, as many players complain that mass tank assaults are simply too overpowered to defeat without ruining their nation. More than just rushing for their capital, however, this strategy involves a bit of tricky diplomacy and deception that can be seen as underhanded by some, so use it should be used carefully. Note, however, that this strategy should not be used on a country larger than their attacker, as they can likely outproduce the attacker in units. This strategy is also often weak against island nations. Below are general guidelines one is advised to follow when using it «Blitzkrieg»:

This strategy will most likely make you several enemies, so make sure you have good allies. However, there as some cases where it can be the opposite effect: if you invade a country fast enough, distant allies (like the United States with France) could lose interest or be afraid of your military might. In any case, the faster you invade, the less time it gives your enemies to attack you, and the faster you get a treaty from ending the war that will keep you safe for at least two years. This strategy only applies to conquering player countries early-game. There is no one strategy to defend yourself in case you invade, although you should always be aware of convoys or enemy troops near your borders. The main goal as a defender is to hang on long enough for your allies to arrive or for you to get enough units of your enough to counterattack.

Defending your country

How to defend against infantry and tanks

Alright, let’s get to it, the first thing you should do is become allies with the superpowers that are in your region (if a superpower has a faction try to join it). Next you should research anti-tank which should decently protect you against tanks. Then you need to start training lots of troops, all your major cities should have divisions of 40-50k troops or if you are a small country all your cities should have troops on them.

While that is happening, fortify all of your cities or if you are a large country, all of your major cities. Also fortify your capital, no matter your size. Try to train your forces as much as you can with out going into a deficit.

What will most likely happen

With the tanks, tanks will move in quickly and try to take the cities but then will be met by an entrenched force of anti tank superiors and will most likely fall to their knees. But be weary, the tanks may overwhelm you and/or bypass your forts. You can also place artillery on your fortified cities and research «Support Range 1» so the artillery fire can reach 10% farther.

Just to mention this may not work due to various reasons, such as level of entrenchment or getting flanked by enemies.

How to defend against artillery

If you are in the unfortunate event that your enemy has many artillery then you are in trouble. But there is a way to counter the artillery, do these steps then you just might beat your opponent’s artillery spam:

What should happen now

Hopefully your enemy didn’t see your 50k division and went straight to your capital to pummel your troops so then you should move in your troops behind and they will suffer

How to defend against Aircraft

This one is a bit easier, you have to find out if they have any aircraft and if they do, deploy anti-aircraft to your major cities & factories. You should also train 4 divisions of 200 tanks and some infantry. Hide them from the enemy. Then when their troops leave to invade, capital snipe them and they should die.

Coasts

Anecdote (relevant): I was Côte d’Ivoire who pissed off South Africa by taking Sierra Leone. After this he promptly declared war on me. To repulse this, my 240k forces were deployed on the coasts and I drafted up a destroyer as soon as I could. Now, without much of an economy I could only settle for a destroyer. After this was completed South Africa did the suicidal move of repeated slapping of troops on my coasts that were constantly killed by my growing destroyers. After these initial waves, tanks were made by him, but not before 2 destroyers were constructed. After this it was nearly suicidal for him to repulse it, but he still repeated. He was then routed and forced to divert somewhere else, giving me precious time. Using this I bought aircraft parts and made 4 bombers. These ships were targeting his troops on coasts and at sea, and the planes wreaking havoc on his tanks and infantry. This caused him to suffer heavy losses. After this he drafted around 10-20 anti-air units, which would cost him lots. He then attempted another attack which promptly failed. By this time, I had a 1:16 ratio of death, with the 1 being me. There were 50k deaths on my side, and 800k on his. He however would not give up and steadfastly attacked. This caused me to fail as I had a life and had to attend to other matters. He eventually won, but sacrificed hundreds upon thousands in this progress.

Deception

Flanking: Create a bunch of small split units with auto-merge off and create a larger division (auto-merge off), say a 160k infantry division for the large division and the 30k division for the split divisions (say 5-20 of those). Shuffle around the troops like you would cups with one holding the prize and the other one having nothing.

Justify on your opponent, but make sure your troops reach their place just before declaring war.

Once declaring war, shuttle your large division away and make sure they cannot see the numbers of your large division. Select auto-capture with your small divisions. With the large division, attack the city you intend to capture, usually a capital.

Surprise Army: This works well for countries with a lot of cities above 1m population such as Japan, US, India, China, and notoriously Germany, and your opponent uses troops more than tanks. Create Steel and Motor Part Factories and make sure that you do not run out of the resources needed to make tanks. You need to save them up. Once you declare war or the opponent declares war, that is the time to Ctrl+Select, create Tanks, click on a city with over 1m and wait to see your super division. Split up the super division so that most of your divisions are larger than their divisions, shift select your divisions and achieve rapid dominance.

Mayotte: Mayotte is an obscure country with a flag matching the French flag. If France is a player, justify declare war on as many nations nearby France that are not AI.

For Example: Capturing Countries To Stop People From Forming Formables: If there’s a country you know in-game that is really aggressive and is trying to create a formable, you could be the one to snatch it all away. The premise is simple; find the country on this wiki, search up their formables, find the weakest country for their formable, annex it, and profit.

Say that India is trying to form the Maurya Empire. Conquer the Maldives, an obscure country far off the coast of India.

Say that Japan is trying to form the Empire of Japan. Conquer Brunei, preferably as a very distant country.

War reparations

When you get called to a war against someone, you can send war reparations, as the enemy will try to accept all the white peaces, meaning there’s a chance he will overlook that you sent war reparations instead of white peace. Now you get 20% of the enemy’s income.

What now?

If you’ve reached the end of this guide, with any luck, you should have a stable economy and government, and you should have become a rising world empire. Getting more strategies from the basic strategy guide and knowing how the game works is the next step for beginners to improve their gameplay. Although this guide personally has worked the best for me, this isn’t the final, best strategy for Roblox Rise of Nations.

This is a general guide, and you should adapt it to your situation(s).

Most players become good through time & experience, and as you play you will find new strategies and tactics that fit your playing style.

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