KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
Well looking at the details
With proper Civics/Terrain, Hammers are available at ~3 per tile (Workshops+Mines+Farms)
With proper Civics a Town Produces
1 hammer + 7 commerce
so to be properly viable for Rushing, 3 Terrain Commerces should be equivalent to about 1 Terrain hammers
Now the Gold Multipliers necessarily must be included so
3 Terrain Commerce => 6 Gold = 1 Terrain Hammers
The fact that gold can be concentrated from many cities is accounted for in the fact that Wonders+National Wonders cost Extra (perhaps those amounts should be changed to x4 and x2 instead of x2 and x1.5 to reflect that more)
I'd suggest
1. change the basic cost of Rushing to 5
2. make units cost x1.5
3. Make National Wonders Cost x2
4. Make Wonders Cost x4
That way it will be worthwhile to Rush
Buildings without the Kremlin, and
Just Started Buildings, Units, and National Wonders with the Kremlin
Production is still useful for Projects, and Pre-Kremlin Wonders
*Post Kremlin Wonders would basically require US if there is somewhat of a race on, which means that the Space Elevator, 3 GD, the 'Hits' Wonders, and the UN would go to Towned Democracies, and since the other major Government/Terrain types
Workshopped Police State is concentrating on War and so doesn't need those Wonders.
or
Farmed Republic is getting higher Science and so should start on them earlier.
Finally
5. Make Slavery act like Chop Rushing.... you don't Rush something, you just eliminate 1 pop for a Speed based amount of shields and a # of unhappiness-turns..probably still 30+10 on Normal. The Kremlin doubling the shield output, none of the other 'Rushing' effects. [just hit it as many times as you need, which may or may not be enough to finish in one turn]
With proper Civics/Terrain, Hammers are available at ~3 per tile (Workshops+Mines+Farms)
With proper Civics a Town Produces
1 hammer + 7 commerce
so to be properly viable for Rushing, 3 Terrain Commerces should be equivalent to about 1 Terrain hammers
Now the Gold Multipliers necessarily must be included so
3 Terrain Commerce => 6 Gold = 1 Terrain Hammers
The fact that gold can be concentrated from many cities is accounted for in the fact that Wonders+National Wonders cost Extra (perhaps those amounts should be changed to x4 and x2 instead of x2 and x1.5 to reflect that more)
I'd suggest
1. change the basic cost of Rushing to 5
2. make units cost x1.5
3. Make National Wonders Cost x2
4. Make Wonders Cost x4
That way it will be worthwhile to Rush
Buildings without the Kremlin, and
Just Started Buildings, Units, and National Wonders with the Kremlin
Production is still useful for Projects, and Pre-Kremlin Wonders
*Post Kremlin Wonders would basically require US if there is somewhat of a race on, which means that the Space Elevator, 3 GD, the 'Hits' Wonders, and the UN would go to Towned Democracies, and since the other major Government/Terrain types
Workshopped Police State is concentrating on War and so doesn't need those Wonders.
or
Farmed Republic is getting higher Science and so should start on them earlier.
Finally
5. Make Slavery act like Chop Rushing.... you don't Rush something, you just eliminate 1 pop for a Speed based amount of shields and a # of unhappiness-turns..probably still 30+10 on Normal. The Kremlin doubling the shield output, none of the other 'Rushing' effects. [just hit it as many times as you need, which may or may not be enough to finish in one turn]