vorlon_mi
Emperor
I have a tactic that I like to use (described below). I have a vague memory that someone said this tactic was not usable for games to be submitted to the HOF, but I can't remember where I read this. Is that correct? Is there some other reason why this is discouraged?
Assume my civ is using a government which allows using gold to hurry production, a.k.a. cash-rushing. I want to build an improvement in a city that is only producing 1 shield per turn... either because it's small, or because it suffers from corruption.
Turn 0: set production to "library" or "harbor" or "temple"
Turn 1: get 1 shield from the town, 1 shield in the box
Change prod to "worker", and click hurry production. 36 gold = 9 more shields
Change prod back to the building, with 10 shields in the box
Turn 2: get 1 shield from the town, 11 shields in the box
Change prod to "explorer", and click hurry production 36 gold = 9 more shields
Change prod back to the building, with 20 shields in the box
Turn 3: get 1 shield from the town, 21 shields in the box
Change prod to "settler" or "cannon" and click hurry production
Settler will require another 36 gold, while cannon will require 76 gold
Change prod back to the building, with 30 or 40 shields in the box
Repeat until you get to the number of shields required for the building.
Is this forbidden? If so, can someone point me to a thread where it was discussed?
Now, even if it's not forbidden, there are questions about why my empire really *needs* that building in a town that small or that corrupt. A case can be made to incrementally rush barracks in towns near the border. Is it better to incremental-rush a 40-shield temple for the culture radius pop (assuming religious), or bring in a 30-shield settler [built in another city] and squeeze into a gap? I prefer the culture pop, since it also extends out over the water... I can't plant a settler in the sea
My builder tendencies lead me to spend my gold as fast as I earn it, by upgrading units and incr-cash-rushing city improvements. Probably why I'm still playing at "Regent" level
Assume my civ is using a government which allows using gold to hurry production, a.k.a. cash-rushing. I want to build an improvement in a city that is only producing 1 shield per turn... either because it's small, or because it suffers from corruption.
Turn 0: set production to "library" or "harbor" or "temple"
Turn 1: get 1 shield from the town, 1 shield in the box
Change prod to "worker", and click hurry production. 36 gold = 9 more shields
Change prod back to the building, with 10 shields in the box
Turn 2: get 1 shield from the town, 11 shields in the box
Change prod to "explorer", and click hurry production 36 gold = 9 more shields
Change prod back to the building, with 20 shields in the box
Turn 3: get 1 shield from the town, 21 shields in the box
Change prod to "settler" or "cannon" and click hurry production
Settler will require another 36 gold, while cannon will require 76 gold
Change prod back to the building, with 30 or 40 shields in the box
Repeat until you get to the number of shields required for the building.
Is this forbidden? If so, can someone point me to a thread where it was discussed?
Now, even if it's not forbidden, there are questions about why my empire really *needs* that building in a town that small or that corrupt. A case can be made to incrementally rush barracks in towns near the border. Is it better to incremental-rush a 40-shield temple for the culture radius pop (assuming religious), or bring in a 30-shield settler [built in another city] and squeeze into a gap? I prefer the culture pop, since it also extends out over the water... I can't plant a settler in the sea
My builder tendencies lead me to spend my gold as fast as I earn it, by upgrading units and incr-cash-rushing city improvements. Probably why I'm still playing at "Regent" level