Originally posted by Yahweh Sabaoth
Catt, is there a thread you know of off-hand that explains rushing principles better?
I knew how to "work it" in Civ2, but I sort of forgot, and never have done much thinking about it in Civ3.
Catt, is there a thread you know of off-hand that explains rushing principles better?
I knew how to "work it" in Civ2, but I sort of forgot, and never have done much thinking about it in Civ3.
Don't know of a thread for working it, but the basic principals are easy.
I believe Catt gave you the best example for a pure rush when buying without using units. Same as civ 2. With no shields, the buyout is at it's highest. A worker has the least shields to buy thus only 80 gold. After that, all othet improvements price drops around 50% (so a factory starting at 1800 would drop to ~900 after rushing a worker first).
I don't know if a cascading rush is cheaper, i.e. rush worker, switch to settler, rush settler, switch to harbor, rush harbor, etc. But that would be easy for you to test out.
In civ (the original) I remember that military units cost more to rush than an equivalent shield costing city improvement. So if you wanted a tank, you'd rush a city improvement with equal value than switch to tank (which is why the 1/2 shield reduction for switching in civ 2 happened). Don't know if they changed this in civ 3 or not.
As you may recall from our earlier discussion, it's always cheaper to disband units if you have them.
Another favorite of mine is to disband one unit, then rush. The disbanded unit takes the edge off the full shield buy and leaves a cheaper cost for the rush.
Maybe others can fill in the other exploits/cheaper ways to rush.
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