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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:28
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quote: Originally posted by notyoueither
It is not a great strategy in general though. Think about it. It takes 40 turns for a city on grass to grow 4 pop (from 2 to 6). Pop rush at 2 pop. Sure, 20 instant shields (for the first rush only). Yeehaw! Now, keep that pop and work a mined grass... 40 shields in 40 turns... Rushing doesn't look so good now, does it? |
Just to clarify: 2-pop rushing would net 2*20=40 shields.
This is of course true on condition that the extra unwhipped citizens are actually capable of producing the extra shield(s).
If you have a city that:
1) grows +1 pop in 5 turns (+2 pop in 10 turns) or faster
2) is hopelessly corrupt, so all you get is 1 or 2 spt, no matter how many labourers sweat in the city mines
then pop-rushing may be an excellent strategy, as you are effectively turning 10-20 surplus food into 20-40 instant, uncorrupted shields.
But "1)" needs lots of floodplains, granary (or Pyramids). We do not seem to have or likely to get any of those. And "2)" will also probably not be our case, as we have our small commercial empire tightly packed, so corruption is hopefully going to be less of a problem. The conditions making pop-rushing a viable strategy are pretty specific and we do not seem to be anywhere close to fulfilling them.
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