Rushing Wonders

In, C3C Military Leaders can no longer rush Great Wonders, they can only rush small wonders or build an army. Scientific Leaders can rush Great Wonders or boost science for 20 turns.
 
Originally posted by Gumby78
Scientific Leaders can rush Great Wonders or boost science for 20 turns.

If I were you, I'd forget all about the science boost. In my experience (and others on these boards) it seems to be broken and a wonder seems to be far more valuable.

FWIW.
 
And on higher levels, you'll just be trading techs anyway. I always make my first leader an army, and use every leader after that to rush small wonders. It came in really helpful in my first SID game, when I had 5 extra MGL to rush small wonders, and I was behind in tech but still in the information age. I caught up in tech, used the 5 MGL's on the biggest space ship parts, built the rest at core cities, and viola! Victory!
 
Eyeoftiger said:
when I had 5 extra MGL to rush small wonders,

You mean that you can now have more than one MGL at a time. Or that you just got them as you used them.
 
You can still only have one MGL at a time, so I'm guessing he means the got them and used them.
 
SesnOfWthr said:
If I were you, I'd forget all about the science boost.
FWIW.

I had 2 scientific leaders available in a recent game, so I used one of them to build a wonder, and one to boost science in my capital. My research time for the next tech immediately jumped from 6 to 4 turns. So I wouldn't just dismiss the value of a "scientific age".
 
Gumby78 said:
In, C3C Military Leaders can no longer rush Great Wonders, they can only rush small wonders or build an army.

They can also rush regular improvements and units. Everything but Great Wonders in other words. Unfortunately, the AI uses them for those purposes so much that they no longer build Armies with them.
 
Quasar1011 said:
I had 2 scientific leaders available in a recent game.

Yes, its possible... watch SOTD #149.

sotd149.jpg


I say that scientific boost is not bad with giving me 4 turn research on Atomic theory...
:)
 
Quasar1011 said:
I had 2 scientific leaders available in a recent game, so I used one of them to build a wonder, and one to boost science in my capital. My research time for the next tech immediately jumped from 6 to 4 turns. So I wouldn't just dismiss the value of a "scientific age".

Some ppl have tested this and although the initial display will show reduced turns, it still takes the same # if turns. Thus.. 4-3-2-2-1-1 = still 6 turns.
 
I've had three before if I remember correctly...maybe it was only two, but I definitely had at least two because I rushed Hoover Dam and, a few turns later, the Internet.
 
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