To beat Alliance Treasure Hunt (ATH) encounter 20 in Classic Greece within Rise of Cultures: Kingdom game, choose combat instead of negotiation. Form a solid frontline using heavy infantry (Hoplites), support them with backline archers, deploy cavalry on the outer wings to counter flankers, and hold your commander damage ability until enemy units cluster after the initial clash.

Combat Versus Negotiation

At stage 20—the final milestone of the first ATH floor—choosing combat is significantly more resource-efficient than negotiating.

  • Negotiation Costs: The diplomatic mini-game requires advanced Classic Greece goods, including Olives, Amphorae, Bronze Bracelets, and Greek Wool. Failed guesses risk forfeiting these materials or spending gems to continue.
  • Combat Costs: Fighting consumes only renewable military units trained with basic coins and food. Defeated units regenerate in your city barracks without slowing down city expansion or technology tree research.

Saving specialized goods at encounter 20 leaves your workshops and cultural sites fully supplied for civic development.

Army Composition and Unit Roles

Encounter 20 features dense formations of melee units and mobile flankers. Counter them with a balanced composition of defensive anchors, continuous damage dealers, and flank interceptors.

Unit TypeRecommended PlacementTactical Role
Heavy Infantry (Hoplites)Center vanguardAbsorbs initial charges, blocks enemy pathing, and locks melee units in place
Ranged Infantry (Archers)Backline (behind infantry)Deals continuous ranged damage while protected from direct melee attacks
Cavalry / Light InfantryOuter wings (recessed)Intercepts roaming flankers and eliminates vulnerable opposing squads

Grid Deployment and Anti-Flank Positioning

Hostile units target the closest opposing formation on the battlefield grid. Gaps in your defense will allow enemy cavalry and fast skirmishers to bypass your frontline and attack your ranged squads directly.

  1. Close the center line: Place your Hoplites side-by-side across the forward center tiles to create an unbroken wall.
  2. Buffer your archers: Deploy archer squads directly behind the heavy infantry, leaving at least one empty tile of buffer space between ranks. This gap protects them from enemy area-of-effect damage and cleave attacks.
  3. Stagger flank defenses: Position your cavalry on the outer edges, slightly behind the front infantry line. As enemy flankers curve around your sides, your cavalry will intercept them before they can redirect into your archers.

Commander Ability Timing

Do not activate commander abilities immediately when the match begins. Staggering your skills maximizes impact against enemy waves:

  • Area-of-Effect Damage: Wait 4 to 6 seconds after the opening collision before firing your primary strike. Waiting allows enemy units to converge on your Hoplites, pulling opposing squads into a tight cluster and maximizing skill damage.
  • Defensive Boosts and Summons: Save reinforcement summons or healing abilities for the mid-fight phase. Trigger these tools when your frontline Hoplites begin to lose health, stabilizing the line so your archers can finish off the remaining targets.

Next Steps: Preparing for Floor Two

Defeating encounter 20 clears the first ATH floor, awarding personal chests containing Research Points, Blueprints, or Wonder materials while contributing points to your alliance's milestone pool.

Before advancing to encounter 21, return to your city and queue full troop replenishments in all barracks. Second-floor encounters scale up in difficulty and introduce tougher unit compositions. Let fallen squads retrain completely so you enter the next stage at full combat strength.

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