Mistfit said:
Somthing I have seen the elite players mention doing is Pop Rushing units in Despotism. Is there a good article somewhere explaining the when and where this is used to it's fullest and the positive and negitive aspects of doing so? Or would one of you be willing to shed some light on this technique for me? I have never utilized this in game play.
I don't know of an article on this subject. Here are my thoughts about it:
In general pop rushing in productive (i.e. not totally corrupt) cities is not worthwhile. The gain of at most 20 shields per citizen seldom outweighs the loss of what that citizen could have produced in subsequent turns. And sometimes the resulting unhappiness is also a problem, further reducing what is gained. But there are of course exceptions. Sometimes I pop rush a number of builds while in Despotism, sometimes none. On overall average I guess I pop rush one or two things per game.
Situations I can think of where it makes sense to pop rush:
1) A panic situation. Sometimes pop rushing a military unit is the best way to deal with an incoming threat such as a barbarian appearing from nowhere.
2) Hurrying a build which will be more effective the sooner it happens. E.g. I sometimes rush a galley or two immediately after learning Map Making - in some games the sooner they go out exploring the better.
3) Putting the population in corrupt towns to some use. This doesn't often apply - I don't often have corrupt towns before getting to Republic. But it sometimes happens. E.g. from popping a settler from a distant hut or from sending an early settler to claim a resource or luxury outside the core region. In these cases it can be useful to pop rush something in the town.
4) Reducing the population in a captured town. This is another rare one - I don't often capture towns while in Despotism and if I do they're likely to be small. But if the chance comes up it is worth taking - a captured town with four citizens can be reduced to two citizens at the same time as rushing 40 shields worth of production. One I really like when possible: if a captured town is size 5 or larger, pop rush a settler. That uses two citizens for the rush and two more for the settler. Warning: if the other Civ has high culture, don't use that settler for a while, the city it creates will have a foreign citizen.
5) Using a citizen in a town which has stopped growing or is growing slowly due to its size. (But not due to unhappiness and needing specialists! Rushing in such a case usually does as much harm as good because it increases unhappiness.) E.g. if a town has only two "food" tiles to work, everything else in its sphere being hills or tundra. When the town reaches size three it may be desirable to pop rush something - the town will then grow at a greater rate, replacing the whipped citizen.
6) Just before revolting from Despotism. This is a good time to review all towns and see if any last minute rushing makes sense.