Kev
Hired Goon
I'm not sure if this has been written about in specifics on another thread - I'm sorry if I am needlessly reiterating.
Anyway, in the first GOTM that we're playing here, I decided to try out the strategy of rush building with population under a despotism. This has worked famously, and I am still in a Despotism pretty late in the game because the system flat out works. One can buy techs from other civs for as little as 40-50 gold, and rush building a deadly military means you can take wonders that you cannot build as well.
Well, I've noticed one thing about building temples, and as of yet have not been able to see if it applies to other improvements on other difficluty levels.
When you ask to rush build something while there are no shields in the box, it will cost a large amount of citizens to build. With a temple it's like 3 or 4 or something. Then, once there is even one shiled in the box, it becomes cheaper. What I noticed is that in rush-building temples there were times that it cost two and times where it cost only a single population.
It turns out that there is a very specific point where this changes. If there are 40 or more turns to build a temple, it would cost me two population points, and if there are 39 or less turns left, it would only cost one. This was very helpful. Sometimes my city would get to size three while waiting to build a temple, and there were 41 or 42 turns left to build it on its own. It just made sense at that point to wait 2 or 3 turns to the point where it was 39 turns away and rush it for a single popluation. Then, two turns later I could rush immortals or a barracks or something similar.
I'm going to test some stuff as I go to see if there are other specific numbers for other improvements and units. If anyone has some numbers that they are sure about, I would really appreciate it if they post in this thread or direct me to a thread that has it.
Anyway, in the first GOTM that we're playing here, I decided to try out the strategy of rush building with population under a despotism. This has worked famously, and I am still in a Despotism pretty late in the game because the system flat out works. One can buy techs from other civs for as little as 40-50 gold, and rush building a deadly military means you can take wonders that you cannot build as well.
Well, I've noticed one thing about building temples, and as of yet have not been able to see if it applies to other improvements on other difficluty levels.
When you ask to rush build something while there are no shields in the box, it will cost a large amount of citizens to build. With a temple it's like 3 or 4 or something. Then, once there is even one shiled in the box, it becomes cheaper. What I noticed is that in rush-building temples there were times that it cost two and times where it cost only a single population.
It turns out that there is a very specific point where this changes. If there are 40 or more turns to build a temple, it would cost me two population points, and if there are 39 or less turns left, it would only cost one. This was very helpful. Sometimes my city would get to size three while waiting to build a temple, and there were 41 or 42 turns left to build it on its own. It just made sense at that point to wait 2 or 3 turns to the point where it was 39 turns away and rush it for a single popluation. Then, two turns later I could rush immortals or a barracks or something similar.
I'm going to test some stuff as I go to see if there are other specific numbers for other improvements and units. If anyone has some numbers that they are sure about, I would really appreciate it if they post in this thread or direct me to a thread that has it.