Problem with whipping is you have to wait at least one turn before doing it or you'll get double cost items. And then it takes another turn to get it. Drafting is immediate.
Eh? This is a two pop action regardless, draft and you take at minumum 2 turns to regrow. Either way you can at most get 1 infantry out every other turn from a city on average, regardless of using the draft or the whip. Of course for anything but the GT you are going to be cycling regardless and the overflow is quite handy (I haven't checked to see in the most recent patch how much PS abuse is worth here).
Exactly! I can draft in the GT city every turn, and for a short time I will be drafting 3 units per turn, plus whatever I am whipping.
Since the conversation seems to be about infantry at this point (mirthadir concedes the efficacy of drafting anything less) then lets stick with them. If I am going for an infantry war I am beelining AL. There is no way I am sidetracking for Communism and building the Kremlin even if I can trade for Comm. Its AL, then probably shut down tech for gold to upgrade units. In ten turns I have 40+ infantry. It may be more costly than waiting for Kremlin and the discount on whipping or rush buying but I have the units sooner and the target's land sooner. On Deity, the target will catch up in tech if you wait any longer.
Actually Kremlin whipping is more efficient than drafting rifles with full multipliers. The problem is the time question. If I can build or more commonly take the Kremlin after starting the rifle war, I will often slave out rifles instead of drafting them.
As far as tech rate, please. The AI beelines the AL path, it ignores communism once the GSp is gone. You can get far more trade out of taking communism, the unfavored path, and trading into AL, the favored path, than vice versa. If you are upgrading and fearing AI catchup, why on earth are you hitting AL instead of going for Artillery? It is far more cost effective to upgrade your cannons, comes quicker, and is less dangerous should the AI gain parity (the AI sucks much worse with siege than CG units). Arty + rifles is by far the better short term bet, ESPECIALLY if you are going for mass draft.
You cannot draft infantry once per turn per city. You can only regrow one pop per turn so, at best, you can draft every other turn on average.
UJJ: Iranon and I were simply discussing the break even point for the commerce alone. Nat is good for heavy production (of limited troop types), EP generation, and small bit of other goodies. The actual

saved by running a no cost civic is normally entirely offset by the

produced or saved with ANY competing civic. If you aren't running high EP (specs or slider), if you aren't mass producing rifles (muskets or to a lesser extent infantry), if you aren't in a really tight spot for happiness ... then almost always something else is better. If you don't build to utilize the many bonuses of Nat, then almost anything else is better. E.g. Rax

is worthless if you've have a high enough happy cap (E.g. Running Eman for Lincoln and spamming religion for FR, cash, and AP uses, perhaps with an AI assist or two).
Drafting alone does not make Nat competitive, making an empire built around ALL the bonuses does.
For Kremlin victory to be competive we need multipliers of +55%. That would be PS + SP + Forge; the later doing double duty with +3

but I'm sure you
never run PS/SP when going for dom

. For the same amount of pop you get the same amount of units, some overflow, more XP, and massive amounts of flexibility. Taking 3GD makes it insanely cheap to whip in a factory and utterly blow the draft out of the water (+75% makes 34

per pop whipped); I recall you play only cotinents on immort- if so, then this is one of those things that you wouldn't see 3GD can power ALL your pangea/fractal cities for free (thanks to the AI's

s) and make factories perhaps the most cost efficient improvement in the game.
If you are in a terminal position, drafting infantry over Kremlin whipping is highly illogical. If you are in the final push then gun the culture slider and ignore whip anger slave until you hit the highest regrowth rate and just hover there. Jail + PS + MR is pretty much a given if you are at a terminal position but actually give a rat's ass about production. The only time drafting has any merit over a Kremlin whip for infantry is when:
1. You can't get the multipliers (for some reason PS isn't an option, you aren't running SP, etc.).
2. You actually need the city to recover so having two sets of anger run concurrently is important.
3. You have banked huge amounts of

, having trashed your draft efficiency in the process and need to do both at once.
Frankly, though. I don't get this. You guys are talking about very time sensitive push ... with infantry. Of the three military options for getting a leg up on the AI (AL, Artillery, and Flight) AL is the redhaired bastard child. It takes longer than the quick option (1800 fewer :beakers: for Arty, assuming for some reason that you actually have to research physics at equitable price), but doesn't offer the insane "easy mode" of Flight (via oil denial), and is the single quickest thing the AI can counter by getting AL and then auto-promoting. Arty requires the AI to get to industrialism to truly counter and flight at least gives you a large number of turns before the AI masses its own planes and comes remotely close to being more than a speed bump. MG/Rifles + planes or MG/Rifles + arty/airships are better quick term shots than MG/Infantry. AL is useful because it gives a good military tech ... and plenty of other useful things; but if you don't care about those things (no factories to build, etc.) then why bother taking the long path? Just flip get to Arty, draft more rifles, build plenty of Arty (whip or normal) and crush.