Short rushing

Jeff1787

Sarge
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Jun 4, 2003
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571
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The Dog House
Can someone explain what "short rushing" means and how to do it?
 
Rushing costs 1 citizen for the first 40 shields and then 1 for each 20 shields.

You want to rush a Couthouse for 80 shields. If you do it on the second turn (on the first turn all costs are double), it will cost 3 citizens. But if you rush a LBM for 40 shields, it only costs 1 citizen. Then change build to Court, wait a turn and then rush it, it will only cost you 1 citizen. So 2 citizens in total, instead of 3.
 
Thanks for the info....Superslug stated this in his HOF rules.................

Short Rushing - Breaking into the build sequence using 'Big Picture', or 'Unit Build' options, you can rush remaining shields before the production for that turn is calculated. This allows for finishing a build either by completing the current build in total, or rushing something else that is slightly less costly, and allowing the regular production to finish the build.

During this time, you may also pull citizens off of tiles, but you may not rearrange them. Any citizens pulled off tiles may be made Scientists and Taxmen, or Entertainers (if needed). This may only be done to prevent rioting (luxury deal ends suddenly, etc) or to prevent a prebuild from completing early.


I'm not sure what he means!!!
 
Rushing an object from 0 shields will cost you double the price (whether it be gold or citizens)
To solve this, make the city produce for one turn before rushing.
Still, you waste efficiency because last turn you have a full box and the production is wasted. Therefore we do the following:
your city produces 10 shields, you want to build someting for 80 shields.
First make your city produce 10 shields, then swich to a 70 shields object (knight) rush the 60 shields for the knight, and swich back to the 80 shield object you wanted to build.

OR:

Suppose you are building a knight (70 shields) in a city that has 17 production.
After 4 turns, the city would have 68 shields, and the next turn, it waste 15 shields as you only need 2 more.

To solve this, you can after 1 turn, with 17 shields in the box, swich to a 20 shield object, rush the 3 shields for cash, then swich back to finish the knight in 3 more turns.

This way you saved 1 turn by rushing a mere 3 shields.

For short, short rushing is rushing part of an object by swiching to something else and then back.
 
Jeff1787 said:
Thanks for the info....Superslug stated this in his HOF rules.................

Short Rushing - Breaking into the build sequence using 'Big Picture', or 'Unit Build' options, you can rush remaining shields before the production for that turn is calculated. This allows for finishing a build either by completing the current build in total, or rushing something else that is slightly less costly, and allowing the regular production to finish the build.

During this time, you may also pull citizens off of tiles, but you may not rearrange them. Any citizens pulled off tiles may be made Scientists and Taxmen, or Entertainers (if needed). This may only be done to prevent rioting (luxury deal ends suddenly, etc) or to prevent a prebuild from completing early.


I'm not sure what he means!!!

what he means is that you can do the things i posted by using the big picture thing in the pre turn sequence. At the beginning of your turn, you will automatically cycle trough your cities where builds are completed and riots are started etc. Or when your tech research is completed and you get a message. In all such situations, you can take controll, go to another city that has not yet been passed by the automatic sequence and make last minute changes.

(and many other usefull things, like swiching a wonder prebuild to the target wonder to complete it exactly on the turn you get the required tech instead of one turn later)
 
The “rush” in short-rush refers to hurrying city production, which can be either pop-rush or gold-rush. The “short” in short-rush refers to not hurrying the production all the way. Instead of rushing all the shields necessary for the item, you rush part of the shields, then let the project complete on its own.

The way that you typically do short-rushing, is by temporarily changing the production to something cheaper first. This cheaper item has the shield cost that you want to short-rush to. You rush the cheaper item, then immediately switch production back to what you actually want to produce.

There are two major reasons why you want to do short-rush. One of them is to get around the pop-rushing rule that you can’t kill more than half of your citizens at once. For example, if you have a size 3 city, and you want to rush a 40 shield library, it would normally take two citizens to rush 40 shields, and you’re not allowed to do it in a size 3 city. So, what you do is: let the city accumulate 1 shield first, then switch production to a 20 shield item, like a spearman, and rush it. This will cost 1 live, and bring the city size down to 2. Then on the same turn, switch production to library. Because you already have 20 shields in the box, it takes only 20 more shields, or 1 more live to rush it. With a size 2 city, you’re allowed to do that.

@Pentium: you’re thinking of early patches where pop-rush gives 40 shields for the first live. That’s not the case anymore.

The 2nd reason to short-rush is to save gold during rushing. Let’s take the example of a city that makes 20 shields-per-turn, and is building a cav. After one turn that accumulated 20 shields, you want to rush the cav to completion. If you rushed all 60 remaining shields, then you end up wasting 20 shields of production on the next turn. So what you should do is short-rush to a 60 shield item, like a musket, then switch back to the cav. On the next turn, the city will generate the remaining 20 shields necessary for the cav, and completing it. Bingo! Short-rushing just saved you 80 gold.

The 3rd reason to short-rush is to save shield over-runs. Let’s take another example. This time we have a city making 7 shields, and we’re building a 30 shield swordsman. The swordsman normally would take 5 turns to complete, and waste 5 shield due to over-runs. To save time and save shields, we short rush to 10 shields (using the 10 shield worker) after 1 turn. This way, we have 20 shields left to go. At 7 shields per turn, it will only take 3 more turns, and wasting 1 shield at the end. By short rushing, at the cost of 12 gold, we produced the sword 1 turn sooner and saved 4 shields.


edit: :eek: huge cross post, you guys type fast.
 
SJ Frank said:
@Pentium: you’re thinking of early patches where pop-rush gives 40 shields for the first live. That’s not the case anymore.
Sorry for that. I don't actually use it, I just read in some RBCiv article. I think it was written for Civ3 v1.17. Thanks for the updated info.
 
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