I started playing, and did some preflight MM and rushes, and have a question before I get too far into it. Sorry if this was covered in the discussions on pop rush tactics earlier.
I've been looking at high food towns that can grow at 10fpt. For example, a town with pop 5 may be able to grow to 6 next turn and 7 in 2 turns. If I rush a cathedral or library for 4 citizens now it'll drop to pop 1, and take 6 turns to get back to pop 4 where it can produce 10fpt again. If I leave it to grow for two more turns I lose 2 turns at 3 cpt, but I can then draft a rifle and rush the improvement leaving 2 citizens. It'll then get back to 10fpt by the same date.
I think the trade-off is 6 culture points over the next two turns vs one extra pop point (as a rifle) in 2 turns time. In round figures, a pop point buys us about 1cpt, so in 8 turns we're at break even, and we're winning after that if we delay the pop rush. Note that we also delay the maintenance cost of the improvement for 2 turns. So it looks like we should always let these towns grow to pop 7 before drafting and rushing. Is this logic OK, or am I missing anything?