Rush

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Rushing refers to any attempt to acquire a specific advantage, unit, building, amount of land, or spell as quickly as possible, often trying extreme strategies or ignoring some buildings that may be considered vital by many players.

Militia Rush

This refers to using a large number of Militia early in the age in an attempt to forcibly take as much land as possible.

Building or Unit Rush

This refers to building only the prerequisite buildings for a specific, advanced building, while neglecing others. A Unit Rush involves pushing for the building required to build a specific unit.

For example, a player that wanted to start an Archer army as early as possible would the Construction Yard, Quarry, Mine, Textile Mill, Blacksmith, Armoury, Armourer's Guild, and then Archery Range. However, that is NOT a recommended strategy to use, as it completely ignores the School, a building vital to every empire and buildings that provide other useful bonuses. Also, the last three buildings may be prohibitively expensive to early empires.

Most Rushes are less extreme that that.

Skill Rush

This refers to any attempt at gaining as much skill as possible as quickly as possible. A player attempting a Skill Rush would hire more teachers than is normally necessarily or advisable. Note, however, that skill gain is limited to 0.35 skill per worker per turn.

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