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To the temples?
This poll is closed. |
| Add a worker soon and pop rush |
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2 |
33.33% |
| Change scientist back to work force labourer and wait 8 more turns fr growth then pop rush. |
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3 |
50.00% |
| Other Option that posted below. |
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1 |
16.67% |
| Total: |
6 voters |
100% |
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Ljube
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Belgrade
May 2003 time: 06:37
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Ah well, if we're building this temple, then we should consider a few issues.
First, there are 7 shields accumulated in Furnace, temple costs 60 shields.
We can pop rush 40 shields of production using 2 citizens, but for that we need to have 20 shields already accumulated in Furnace or we will have to pop rush 3 citizens otherwise.
How to have that in the timeframe set in the starting post? Difficult, but not impossible.
We need to add another worker to Furnace as fast as possible, but only if that added worker will result in then size 3 Furnace producing 2 shields. There is a detailed formula presented by the guru of this game, Alexman and I invite you Ruby to check against that formula if Furnace will have 2 shields per turn production if it is increased to size 3 by adding a worker. If that is true, then we can add to Furnace one of the workers currently building mine on oasis in exactly 5 turns. Furnace will have 12 accumulated shields then.
Then, if the formula gives us 2 spt, Furnace will in the next 4 turns produce the required additional 8 shields at which point we can pop rush twice and have the temple built in 10 turns from now.
An alternative option would be to chop forests near Furnace to speed up temple, I wouldn't recommend that as that would tie up more workers and for longer periods of time and would delay the temple even more. It would also chop the forest needed later when that city expands and becomes worker factory.
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:37
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Ljube: "Close but no cigar", or to put a Horde twist on it; close, but this ain't horseshoes so go back to beating the crap out of some of our enemies.
In order to population-rush in a city, you must have enough citizens to equal the unhappiness of the population rush.
"What the **** did he just say?"
Well...it goes like this: if you plan to use up two people in a pop-rush, you must have two left to be unhappy. If you plan to use up 3 people in a pop-rush, you must have 3 unhappy relatives to mourn. Thus, we could not pop-rush two people once we get to size 3; we must be size 4 before we can gain 40 shields from pop-rushing (we would need to be size 6 to gain 60 shields, 8 to gain 80 shields, 2 to gain 20 shields, ... anybody notice a pattern here?).
Please plan accordingly, as adding in workers and/or planning pop-rushes can be a critical part of production, but not if done incorrectly.
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