The Whip

kgkia33

Keepin' It Gangsta
Joined
Mar 22, 2002
Messages
60
Can someone please tell me how to effectively pop rush? What should I do or not do when pop rushing? Also, how many pop points are needed to use the whip? Thanks.
 
Don't overdo pop rushing. Many games I complete forget it, especially if I avoid early wars. Popping increases citizen unhapiness with you.

Your advisor will tell you how many pop it takes to finish and if you have enough citizens when you click on "hurry production". You should really think twice about doing pops that will use more than one citizen.

When to pop:
1) if you are at war, especially a war you are losing and facing an enemy horde, pop military units.

2) just before you are going to change governments away from despotism, you may decide to pop rush any libraries/markets/courthouses you haven't yet finished before they become cash-costly with monarchy/republic.

3) when you take over an enemy city and resistence has ended, pop rushing a temple will remove a potentially subversive citizen at the same time it makes the others a little more happy...

4) if you are approaching Midevil times you may want to pop out some riders that will be upgraded thru Knights/Cavalry, if you are a "horseman stomp" player like most of us...

When NOT to pop:
1) I'd say you should never pop settlers or workers. They are already going to drain the city population.

2) Don't pop for aquaducts or granaries. It makes no sense to lower your population for an improvement meant to increase your population.

3) I never actually get to pop in Communism, because by then things cost so much it is impossible to pop enough citizens for them.

4) Don't pop more than twice in the same city, really more than once if you can avoid it.

Well, that is my liberal take anyway. Maybe others are more pop happy and will have different advice.
 
Pop rushing completes your current project at the cost of (shields/20) pop, rounded up. If you don't have any shields in the box it costs double. You can't rush more than half your population at once, but you can rush multiple times in one turn.

The unhappiness lasts 20 turns. Abandoning the city will cause the unhappiness to jump to the nearest city. In general you can pop rush once per extra luxury.


Good things to pop rush as a despot:

1. Temple if you are religious
2. Granary in cities with 5 surplus food
3. Anything 20 shields from completion in a size 6 city with no aqueduct

Good things to pop rush as a communist:

None, communism sucks. If your empire is so big that you can profit from commie pop rushing you have already won the game.
 
That article is out of date. It was written when you could pop rush 40 shields and a bug kept small cities from going into disorder no matter how much you rushed.
 
One thing I am taking advantage of in my games to keep in mind is to try to make sure you get as close to 20 shields from the rush. One way to do this is to set your production on something smaller (like barracks when you really want a granary), rush when 20 shields from a barracks, rush, and then switch to granary. Therefore, if your city is producing 4 shields a turn, you don't lose those but shortened your build time by 5 turns on the granary.

This same principle will actually work with gold rushes as well.
 
Welcome to CFC Emperor Burl.

I have heard of that technique (it was very big in Civ2) but I have also heard it called an "exploit". Anyway, doesn't it mean you effectively kill two citizens to get one improvement?
 
I hope it isn't an exploit. It doesn't seem like it should be as I still don't get more than 20 shields/pop, I just am getting to actually use my citizens output on the same turn I rush. It makes rushing an option on a city that has "medium" production capabilities. I like to use this technique on cities that produce 4-8 shields/turn in the ancient era.

Thanks for the welcome.
 
A good way to slow a.i. expention is building 2-3 city close to their border, but those city while in despotism will suffer from corruption a lots, so you will get only 1-2 shield per turn. But you want to create cultural border as fast as possible, so pop rushing a temple in those city is very good. You will save 10-19 turn on cultural border expention and then just produce a few worker with those city or a wall.
 
It is especially useful to use it right before changing government out of Despotism, usually for Temples or Libraries (esp. if scientific). This takes advantage of the otherwise wasted period of anarchy. During those 6-7 wasted turns, nothing accumulates except time, which benefits the rusher. The Temple or Library is now that much older and closer to the 1000 year doubling (7 turns in the late BCs is 140 years, or 1/7th of the way there). Unrest or unhappiness doesn't really matter, since you are not producing anything anyway. And one third of your 20 turns penalty ticks off, when nothing would have happened anyway. Note, however, that culture also does not accumulate during Anarchy, so your borders won't expand until afterwards. If that is an issue, rush them 4-5 turns before you revolt, so you get the borders kicked out first.
 
I'll avoid using pop-rushing in city with little food, the non recuring population cost will be much too high.
Generally I will avoid pop rushing anyway, but I can do it in a city with floodplain.
 
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