Proletarian: thanks, glad you found my site useful.
Mapache said: I preferably use Veteran units. They are much more effective.
Sure. Of course they are. But the choice isn't between using a stack of 20 vets or a stack of 20 (or more) conscripts. The choice is between using 20 vets... OR 20 vets PLUS 20 conscripts. Now when you look at it that way, doesn't that change things a bit?
Militaristic civs promote to Regular on ANY victory by a conscript, so you are just a few attacks against weak opponents (wounded cav, obsolete spears/bows/pikes/swords) away from having a stack of regulars. Even nonmilitaristic civs promote most of the time on any conscript victory.
It's one thing to trade a population AND an unhappy face for a conscript unit. Still worth it, sometimes. It's quite another to trade neither, and get the unit for free, because the combo of size 7 and Overriding Contentment exploits can give you unlimited conscripts, one free per turn, from half-cities set up for the draft rush.
Units do more than attack. You need bodies, and lots of them, for garrison to prevent flip of captured cities. Having stacks and stacks of completely expendable conscripts on hand is much stronger than you seem to be imagining. It's certainly WAY overpowered if you set up more than one or two draft rush cities. Five such cities can draft you a HUNDRED free conscripts in 20 turns. Ten such cities could do it in 10 turns, or get you a whopping THREE HUNDRED free units in just 30 turns. That's more than a transport full per turn. Sure, if you use them on attack, they are going to die a lot, but you can afford that. Then there are other things you can use them for, such as all kinds of blockading (of both friendly and enemy units), jam up roads/rails, prevent passage through your lands, use them for pillaging, or as bait, or any number of uses. Fill your secure cities with them and move vets to front line duty. On and on the list goes. And this is a "great" use for your ancient whipping cities that are already hopelessly unhappy and never going to be able to grow much. Just go from ancient-era exploitation to modern.
Heck, conscripts can even be exploitatively used as disbanding material, to get 20 or 22 or 27 transferable shields per turn out of even the most corrupt cities, if you first invest in the necessary contentment improvements. You could trade conscripts for vet units, even ships or buildings, just not wonders. I didn't go far enough to explain this, as I've never used it. (I do use disbanding, but not like THIS, with free draft-rush units). The parts I did detail are sufficiently bad in themselves, and could stand some patching.
It is my view that Overriding Contentment is currently the worst and most exploitable flaw in the game. Could be argued, but that's how I see it.
The ONLY drawback I have found from using the draft rush is fewer great leaders. Lot fewer elites getting into the action because, frankly, the targets are wiped out too quickly. Only so many enemy targets to attack, then they're all dead, and you end up with dozens of regulars and your opponents brought to heel before tanks even come on the scene in many cases. But... what do you need a leader for by the time you can draft? To save for building the UN? Heh. If you're draft-rushing, odds are that the game isn't going to last into the modern era. Unless you restrict your exploit to just one or two cities, or are playing catchup on Emperor/Deity (and didn't overdo the ancient poprush).
Thanks for the comments, guys.
- Sirian