To my CTP friends:
The ramp-up swap works like this: Suppose you want to build a large unit, like a destroyer, quickly. If you look at the CTP game chart, you will see that the cheapest entry point into the build-up ramp sequence is the temple or the courthouse, both having an equal production cost. But of course it is necessary to build temples in your cities fairly early, in order to control city riots. This then leaves the courthouse as the only real option as a cheap entry point into the build sequence.
Now suppose you take even a small city with a couple of turns of production. On one turn you switch to a courthouse (production cost: 270) and rush-buy it for a few hundred gold. Then ON THE SAME TURN you immediately switch to a city-wall (production cost: 405) and rush-buy it for about 350 more gold (eg. under communism). Then switch to a publishing house (production cost: 540), then to a marketplace (production cost: 675), and finally to a colosseum (production cost: 1,035). (You may want to build the colosseum in your queue for one turn in order to dramatically reduce the finishing cost.) If you look again at the CTP game chart you will see that you have now stepped up, for minimal cost, to the production equivalent of a destroyer (production cost: 1,000)--at a devastatingly quick pace.
The same kind of sequence can be used for quickly constructing factories and mills. In the case of a factory for example (production cost: 2,025), you would ramp up to the city clock (production cost: 1,620) before finally switching to the factory.
Dr. Doom
The ramp-up swap works like this: Suppose you want to build a large unit, like a destroyer, quickly. If you look at the CTP game chart, you will see that the cheapest entry point into the build-up ramp sequence is the temple or the courthouse, both having an equal production cost. But of course it is necessary to build temples in your cities fairly early, in order to control city riots. This then leaves the courthouse as the only real option as a cheap entry point into the build sequence.
Now suppose you take even a small city with a couple of turns of production. On one turn you switch to a courthouse (production cost: 270) and rush-buy it for a few hundred gold. Then ON THE SAME TURN you immediately switch to a city-wall (production cost: 405) and rush-buy it for about 350 more gold (eg. under communism). Then switch to a publishing house (production cost: 540), then to a marketplace (production cost: 675), and finally to a colosseum (production cost: 1,035). (You may want to build the colosseum in your queue for one turn in order to dramatically reduce the finishing cost.) If you look again at the CTP game chart you will see that you have now stepped up, for minimal cost, to the production equivalent of a destroyer (production cost: 1,000)--at a devastatingly quick pace.
The same kind of sequence can be used for quickly constructing factories and mills. In the case of a factory for example (production cost: 2,025), you would ramp up to the city clock (production cost: 1,620) before finally switching to the factory.
Dr. Doom
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