More Rushing?

What shall we Rush this Turnchat?


  • Total voters
    14
  • Poll closed .

Sir Donald III

Emperor
Joined
Aug 9, 2004
Messages
1,074
Okay, we have more cities that are close to Zulu Territory. That means Temples and Temples soon:

Options:
Pete: Now = 100 Gold, 5 Turns = 80 Gold
Bentropolis: now = Too expensive (see below). 5 Turns is estimated at 100 Gold.
Also, wait until next TC and Don't Rush. And of course, Abstain.

Discussion here.

Oh, and this poll closes at the start of the Turnchat.

The caption to the Picture is "Why we have to wait 5 Turns at Bentropolis"
 

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You aren't aware that rushing with 0 shields in the box is 8 x number of shields, but when there are shields in the box (even if it is just 1) it is 4 x the number of shields ?

Shields needed: 30.
After 1 turn (1 shield in the box): 29 * 4 = 116 gold.

Let the rushing in Pete now and the rushing in Bentropolis in turn 1 be the last expenditures before a mass upgrade to Samurai.

If I'd wanted to vote for that, what option do you suggest (since there is no "other, please specify" option) ??
 
Pete is fastest growing city and needs temple more than the others. I think we should wait at least 5 turns, 100 gold is quite a sum.
Voted for Pete in 5 turns.
 
I have to agree with invy here. we are the biggest city in our little area...we will be size 3 in 4 turns...and no temple..there could be rioting...

- TP
 
Pete is important, but not important enough in my opinion to be put before the impending doom. Bentropolis is going to get flipped to the Zulu, and if we do not act, we'll loose a city and in return make one of our own happier.

Is it worth the trade-off?

Actually, after writing this, I realized that if we rush Pete then we might be able to flip something-azi (forgot the name).
However, Zulu is more dangerous as:
(Byzantine Territory) BBZZ (Zulu Territory)
Than as:
BZBZ

In the first, their cultural "arm" into our territory is solid. In the second, it is broken up and unconnected to the rest of their country.
 
the temple at Pete is cheaper...anyway....if we rush temple in (forgot city name... :blush: ) It would still take 10 turns..it might flip during those ten turns....

Okay , I just thought of a stupid idea but...

How about we rush both temples at 5 turns??

- TP
 
Pete, Rushing the Bentorpolis Temple in 5 turns costs only 100 Gold since we had 5 shields in the tank, 25 remaining.

Everyone, especially Rik, this is a single option poll for a reason. While I want to make expendatures to rush these important Temples, I don't want to completely drain the coffers. At least not solely through this... (I'm also fond of Warrior Upgrades, Deficit Research, etc.)

In other words, I did not want to spend more than 120 Gold for Temple Rushes, important as they are.

And don't say "Well, we have 13 GPT." I'm bumping up Science so we can get to the Middle Ages faster. It just so happens that this means we will have 0 GPT for the next few turns, and may run a deficit via Maintnence.
 
According to CrpMapStat, Bentropolis has a 0.141% chance of flipping, Windurst has a 0.035% chance of flipping, and Pete has no chance of flipping. Assuming Swazi has a garrison of one unit, it presently has about a 1.3% chance of flipping. After either temple rush (after the first cultural expansion), Swazi would have about a 1.7% chance of flipping (it would have about a 2% chance of flipping after both rushes). Assuming Isandhlwana has a garrison of one unit, it has about a 0.13% chance of flipping, which would not change after rushing. If the temple at Pete was rushed, Windurst would have a less than 0.01% chance of flipping. If the temple at Bentropolis was rushed, it would have about a 0.09% chance of flipping. My numbers may be inaccurate due to having to estimate cultural difference and garrison of the enemy cities. The cultural difference is more significant than the garrison in my calculations. My numbers for our cities should be pretty accurate, my numbers for Swazi should be within 0.2%. I was probably slightly conservative with my estimate of our cultural superiority.

In addition, Windurst's flipping chance would be eliminated with a garrison of 2 and Bentropolis' flipping chance would be eliminated with a garrison of 4 (not that units would be well used up there). If Pete's garrison was reduced to 1, it would have a flipping chance of 0.05% without a rush, and a flipping chance of 0.01% with a rush in that city.

For people who don't want to figure out what that means, a rush in either city would create an equal flipping pressure on Swazi, a rush in Pete would practically eliminate flipping chances in Windurst, and a rush in Bentropolis would cut its flipping chance by a third.

If Swazi was not present, a rush in Pete would probably be better since would get 2 grassland, 2 sea, 1 coast, 1 hill, 1 flood plain, and 2 desert, while Bentropolis would get 1 plain, 2 hill, 1 mountain, and 3 desert. In addition, the happiness would help Pete more.

Edit: By the way, 3 squares gained through cultural expansion are significant for flipping; 2 would be gained immediately after rushing, 1 (not significant regarding our cities' flipping chances) would be gained after 10 turns.
 
Well, in that case, Tim, all we need to do is wait until Windurst expands. Except it has already expanded. Still, we would likely flip Swazi before any war either way...
 
Garisson the Bentropolis. Simple.
 
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