whitelaughter
Oct 26, 2008, 09:07 AM
Okay, Projects can't be hurried by whipping, cash or even a great Engineer, correct? However, excess hammers carry forward to your next build. So assume that you are going for a space race victory, and are about to begin the Apollo program. Is it best to:
1) put a minor unit/building before the Apollo Program in the queue and then hurry with a Great Engineer to get a massive overspend? Or will the excess hammers be lost?
2) Each turn, hurry a unit that requires a resource and then pillage your resource? Will that result in the build of a cheaper, earlier unit and so create excess hammers for the Project?
3) Something else that I haven't even considered?
Thanks. I've come across references to there being a maximum number of hammers you can overflow into the next build, but haven't seen any explanation of how that max is determined/what it is!
1) put a minor unit/building before the Apollo Program in the queue and then hurry with a Great Engineer to get a massive overspend? Or will the excess hammers be lost?
2) Each turn, hurry a unit that requires a resource and then pillage your resource? Will that result in the build of a cheaper, earlier unit and so create excess hammers for the Project?
3) Something else that I haven't even considered?
Thanks. I've come across references to there being a maximum number of hammers you can overflow into the next build, but haven't seen any explanation of how that max is determined/what it is!