Special rules and tactics?

el_kalkylus

Civ2 spearman
Joined
Sep 21, 2001
Messages
460
Location
Sweden
Hello,

I have just started this game, again, and I wanted to know the rules. I could only find rules on this page: http://www.civfanatics.com/civ3gotm/civ3gotm_rules.shtml
but I am not sure that it is all of it.

Also, are there any cheap tricks that can be used that makes the game easier? It would be nice to know what is allowed and not allowed. So I am interested in those tricks that are allowed.

Thanks.
 
Well, I change my original post because I see Dave answered that, but here's what else I had to say.

Read some of the strategy articles in the Strategy and Tips forum and Strategy Articles forum to make the game 'easier' for you. When you are more experienced, the game will be easier. Some of the articles were written for old versions of the game and may not apply to 1.29f, because those exploits were gotten rid of in patches. One example is pop-rushing. There are several articles that were written over a year ago about pop-rushing, because pop-rushing would give you 40 shields/citizen, but now only gives you 20 shields, so be careful about pop-rushing tactics. Any article that was written over 6 months ago, you should experiment with the tactic in a non-competitive game, before trying it in a game you really care about winning or care about your score.

Some other things not mentioned in the rule pages that a few people may consider an exploit, but is acceptable in the GOTM:

Using the palace as a pre-build. Start building a palace in one of your cities, so that when a wonder becomes available (when you get the tech), you can change production to the wonder and get it complete very quickly, because you have all those shields stored up. I have yet to see any competition that does NOT allow this tactic.

Mass upgrading. Build lots of cheap units then upgrade them when you get the tech. If you need more, disconnect the resource, build up more of the cheap units, reconnect the resource and upgrade again.

Getting around the '50% of citizens' limit for pop-rushing. You aren't supposed to be able to pop-rush more than 50% of your citizens, so you can't poprush 2 citizens while your population is 3. But if you pop-rush a spearman (20 shields) for 1 citizen, but then change production to barracks (40 shields) and pop-rush again the same turn, you get around this limitation. You could do the same for cash rushing by rushing a worker, but then change to something else (once 1 shield has been built towards a unit/building, the cost to rush it is dropped in half). You had to pay full price to rush the worker if you had 0 shields built towards it, but the price of rushing a larger item is now half-priced. It lets you rush an item in 1 turn instead of waiting a turn to get the price dropped in half. It is cheaper to wait one turn, but sometimes you may want something on that turn or to rush something every turn, and not waiting for every other turn.
 
Originally posted by Bamspeedy

Getting around the '50% of citizens' limit for pop-rushing. You aren't supposed to be able to pop-rush 50% or more of your citizens, so you can't poprush 2 citizens while your population is 3. But if you pop-rush a spearman (20 shields) for 1 citizen, but then change production to barracks (40 shields) and pop-rush again the same turn, you get around this limitation.

This is something I did not know. I've heard about the two stage pop-rushing but never knew why would someone do that. Never knew about the 50% of citizens rule, just thought there's more than 40 shields to go. Then the city would groe to pop 4 and I thought the build hit the 40 shields limit. Silly me.

Thanks a lot Bamspeedy, I am planing to use pop-rushing in GOTM 16.
 
Oops, it is supposed to be 'not more than 50% of your citizen', not '50% or more'. I editted my original post.

Rome (GOTM16) is militaristic, so there won't be any 40 shield items to poprush (except longbowmen :rolleyes: ), but it may come into play for some 60 shield items (granaries, temples). But 3 citizens is alot of people, but still practical in super high-corrupt cities.
 
60-shield temples in a highly corrupt city is the perfect example of a 40 shield rush. You get the first 20 shields waiting for the city to reach size 3, the next 20 rushing a barracks or longbowman, and the final 20 rushing the temple.

Unfortunately, Rome doesn't have 40-shield barracks so they can't do this until Invention.
 
Thank-you Bamspeedy! I didn't know about the 50%.

I knew that if there is one shield in the city the cash rush price is half, so I'd built cheap units, like explorers, to disband in the city and then cash rush it, to build stuff in 1 turn. Never thought to just rush a worker and then change it to what I wanted.

You should turn this into an article for the war academy!
 
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