Email10
Swedish Viking
Is there anyone who know's about an article about Pop-rushing or feel like writing somethings about it? I am interested in knowing how the amount of citizens used for rushing is calculated, how many you can sacrifice without the people getting unhappyand how long it will take until the unhappy people are getting content again.
I've read somewhere about short-rushing and I have a good idea about how to use it, with gold (when in republic or democracy, etc) but could this really be applied also with poprushing?
For people who don't have a clue about the words I'm talking about:
Pop-rushing (whip): Hurrying production in a city by sacrificing people.
Short-rushing: Same as pop-rushing, but after the sacrificing has been done, switch to a more expensive project which will now take shorter time. Ideally short-rushing should result that the project will be finished next turn, using the shields we will get from the normal city production.
I will illustrate ideal short-rushing with an example, similar to what I remember from when I read about it. In your city (pop 6) you have production set on archer (cost: 20 shields), but you really want a horseman (30) instead. You already have 10 shields put into production. You generate 10 shields/turn for this city so if you swith to horseman directly you will get it in 2 turns, but you want it faster! You hurry the archer by whipping and 1 citizen is sacrificed (not sure if this is correct though). Voila! You now have 20 shields and the city (now at pop 5) still generate 10 shields/turn and you will now get your horseman next turn.
I've read somewhere about short-rushing and I have a good idea about how to use it, with gold (when in republic or democracy, etc) but could this really be applied also with poprushing?
For people who don't have a clue about the words I'm talking about:

Pop-rushing (whip): Hurrying production in a city by sacrificing people.
Short-rushing: Same as pop-rushing, but after the sacrificing has been done, switch to a more expensive project which will now take shorter time. Ideally short-rushing should result that the project will be finished next turn, using the shields we will get from the normal city production.
I will illustrate ideal short-rushing with an example, similar to what I remember from when I read about it. In your city (pop 6) you have production set on archer (cost: 20 shields), but you really want a horseman (30) instead. You already have 10 shields put into production. You generate 10 shields/turn for this city so if you swith to horseman directly you will get it in 2 turns, but you want it faster! You hurry the archer by whipping and 1 citizen is sacrificed (not sure if this is correct though). Voila! You now have 20 shields and the city (now at pop 5) still generate 10 shields/turn and you will now get your horseman next turn.