They need to patch this, hammers shouldn't be able to make settlers IMO (I mean, I know they could in older Civ games, but I like the newer design better in balance terms).
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Can someone explain the "chop-start" tactic?
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It is an exploit, but then I wonder: wasn't Civ4 designed to supposedly put an end to the infamous ICS exploit? So, what's the benefit in rushing settlers to build more and more cities? Wasn't this supposed to be a bad thing in Civ4?I watched you fall. I think I pushed.
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Originally posted by Alex
So, what's the benefit in rushing settlers to build more and more cities? Wasn't this supposed to be a bad thing in Civ4?
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There's nothing inherently better about switching off the settler unit except when the forest is about to be cut down. You're just delaying how quickly you get the settler by 3 or 4 turns in exchange for 3 or 4 turns worth of growth.
I do chop rush, but I've found it more effective to research polytheism first, and build warriors during this time, then switch to bronze working and build 2-3 workers, then a settler. This way you found a religion, have units available to thoroughly explore your starting continent, and can rapidly deforest the area around you.If you're not a rebel at 20 you have no heart. If you're still a rebel at 30 you have no brain.
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Originally posted by gilfan
There's nothing inherently better about switching off the settler unit except when the forest is about to be cut down. You're just delaying how quickly you get the settler by 3 or 4 turns in exchange for 3 or 4 turns worth of growth.
That means that you'll get a settler in 14 turns, only two of which you'll be actually building the settler, and thus stagnating your growth.
That's 12 turns extra city growth per settler - plus a settler out in just 14 turns. So you are not delaying settler production, you're speeding it up, AND you are not getting just 3 or 4 turns of extra growth, but 12. Turns which you can use to build other stuff too.
I'm working from memory here, so if I'm wrong in those caculations, I'm sure someone will point it out.
[edit: actually I didn't account for the time it takes for you to move your worker onto the next forest, so that would add one or two turns to the settler production time.]
And yes, it is just an itsy bitsy exploitative, I guess...Only the most intelligent, handsome/beautiful denizens of apolyton may join the game :)
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I hope this will be fixed in the next patch.
Tried it on Prince and on the first attempt had 6 cities+1 settler, while the AI had only 2 cities. Managed to found a religion too, researched Buddhism right after bronze working. With a little luck in forrests and rivers(money) this is just plain ICS imho.Last edited by Gaal Dornik; February 1, 2006, 08:14.
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Indeed the rising cost of upkeep serves as a fairly hard limit on how fast you can expand. Chop-rushing helps you reach that limit sooner than you could otherwise. Your forests are a resource which you can choose to spend on either this or on other types of production (such as rapidly completing early wonders).
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IMO,
Settlers shouldn't benefit from chopping because chopping gives hammers, while settlers are built with food
So one could do the other way around - build settlers, and switch to something else when chopping finishes, and I believe that'd be fair enough..
I wonder if this bug is fixable now by customization? Or will it only be possible with SDK release? Because now AI probably does benefit from it too, even if not as much as exploiter player...
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Originally posted by fladiv
IMO,
Settlers shouldn't benefit from chopping because chopping gives hammers, while settlers are built with foodThose who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
One more turn .... One more turn .... | WWTSD
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I've been over on civfanatics, and stopped by here to see what a different community looks like.
This sort of queue switching isn't really an exploit, largely because it is really a tradeoff. You can use your food+hammer production to accelerate settlers and workers, or you can choose to burn more (effectively nonrenewable) forests while permitting the first city to grow. Here is an example:
If you build a worker first and get bronzeworking, at normal speed, you have 4 excess production (food+hammer) in your starting city and you can chop a tree every 4 turns at normal speed. (You get more and it takes longer for slower games). Leaving the city to make a second worker and a settler, you'd get
Make a worker
chop 4 turns later
chop 8 turns later;
second worker appears (8x4 + 2x30)=92; 32 overflow
chop x2 12 turns later; settler appears
(32 overflow + 4x4 + 2x30) = 108; 8 overflow
Now if you swapped the production so that you were building warriors, etc. on 1,2,3,5,6,7,etc....
Worker 2 appears on turn 8, but you only have 8 overflow
On turn 12 you chop 2x, adding 64 production - but your new settler isn't ready yet.
On turn 16 you chop again, adding 34 production - settler finished.
You got 12 turns of growth out of 16, and the nonswitchers got 4 (turns 13-16).
You delayed your second city by 4 turns, and you burned an extra treee.
You had 4 less turns for your worker to do something else, or chop a tree towards some other thing in your capital.
The net balance is favorable, but it isn't all in one direction.
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