jpk,
Wow! This is a whole new world of bargain hunting I didn't know about.
I already knew about the double shield cost if there are no shields in the box. I usually wait one turn, then rush buy. From your diplomat example, I can see where first buying a cheap item (of the same kind) at the inflated double cost, then buying the rest of the shields at normal cost can get you a deal and still build the needed item in one turn. Great for real emergencies where you have to have it now.
You also showed that if you have three or more turns to buy an item, you should make sure that your rush buying is not on the last turn. You can do this by buying a cheaper item (of the same kind), thereby allowing you use the city's shield production on all of your turns.
E.g. Using your example of a city which produces 20 shields, has no shields in its box, wants a factory (200 shields), and can afford to wait a few turns:
Plan A:
turn 1: have 0 shields, work on factory
turn 2: have 20 shields, work on factory
turn 3: have 40 shields, buy factory for 2*(200-40) = 320 gold, now have 200 shields
turn 4: factory built, on to new project
cost = 320 gold
Plan B (using your wonderful incremental buying):
turn 1: have 0 shields, work on factory
turn 2: have 20 shields, switch to university, buy university for 2*(160-20) = 280 gold, now have 160 shields, switch back to factory
turn 3: have 180 shields, work on factory
turn 4: factory built, on to new project
cost = 280 gold
In plan B, we save the 40 gold. It wasn't that university shields cost any less than factory shields. The savings is from getting to use those 20 shields the city produces on the final turn. It also doesn't matter when you buy the cheaper item, as long as you don't buy it on the last turn, nor do you buy it when you have no shields in the box. I bet the savings really pay off in the end game when cities can be producing 60 or more shields.
I had no idea about the ever increasing cost for unit shields. The more unit shields you buy during a given transaction, the greater the cost per shield. It looked like there was a formula for unit shields:
10 shields cost 2.5 gold/shield
20 shields cost 3 gold/shield
30 shields cost 3.5 gold/shield
Is this correct? Does it keep spiralling up at this rate? Ouch!
Your rule of thumb is great. For units, keep buying the cheapest unit (that costs more shields than are in the box) until you finally buy the unit you want.
Thanks for the great info!
Wow! This is a whole new world of bargain hunting I didn't know about.
I already knew about the double shield cost if there are no shields in the box. I usually wait one turn, then rush buy. From your diplomat example, I can see where first buying a cheap item (of the same kind) at the inflated double cost, then buying the rest of the shields at normal cost can get you a deal and still build the needed item in one turn. Great for real emergencies where you have to have it now.
You also showed that if you have three or more turns to buy an item, you should make sure that your rush buying is not on the last turn. You can do this by buying a cheaper item (of the same kind), thereby allowing you use the city's shield production on all of your turns.
E.g. Using your example of a city which produces 20 shields, has no shields in its box, wants a factory (200 shields), and can afford to wait a few turns:
Plan A:
turn 1: have 0 shields, work on factory
turn 2: have 20 shields, work on factory
turn 3: have 40 shields, buy factory for 2*(200-40) = 320 gold, now have 200 shields
turn 4: factory built, on to new project
cost = 320 gold
Plan B (using your wonderful incremental buying):
turn 1: have 0 shields, work on factory
turn 2: have 20 shields, switch to university, buy university for 2*(160-20) = 280 gold, now have 160 shields, switch back to factory
turn 3: have 180 shields, work on factory
turn 4: factory built, on to new project
cost = 280 gold
In plan B, we save the 40 gold. It wasn't that university shields cost any less than factory shields. The savings is from getting to use those 20 shields the city produces on the final turn. It also doesn't matter when you buy the cheaper item, as long as you don't buy it on the last turn, nor do you buy it when you have no shields in the box. I bet the savings really pay off in the end game when cities can be producing 60 or more shields.
I had no idea about the ever increasing cost for unit shields. The more unit shields you buy during a given transaction, the greater the cost per shield. It looked like there was a formula for unit shields:
10 shields cost 2.5 gold/shield
20 shields cost 3 gold/shield
30 shields cost 3.5 gold/shield
Is this correct? Does it keep spiralling up at this rate? Ouch!
Your rule of thumb is great. For units, keep buying the cheapest unit (that costs more shields than are in the box) until you finally buy the unit you want.
Thanks for the great info!
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