CH - another thing you said just sparked a revelation....I think we should very definitely make a point of spelling out the explicit benefits of an early rush, and to that end, I'll put something like this in at the beginning of the section describing the rush:
...the main goal in the rush is to knock out a rival very early on. You don't want to spend a lot of time at it, and you don't want to get bogged down taking numerous cities. That's not really what the rush is about.
What the rush is:
* This early in the game, you're not looking to take a number of AI cities. One and maybe two. More than that, and the war will last too long to really be considered a "rush." The most important part of the rush is securing the target's Capital. Why? Because Capital sites are engineered to be inherently better than average, and having two such sites under your control in the very early game is an outstanding way to begin! (and if the AI has a second, or even third city somewhere, consider very carefully whether to attack them...if you do, then consider very carefully whether or not to KEEP them).
* Ideally, you'll net yourself a free worker (and possibly more than one) from your ambush. That sixty hammer theft might not seem like much, but workers are easily the most important units in the game, and having an extra one for FREE, that didn't cause your city to stop growing is a tremendous boon. Well worth the price of the ambush, even if you simply make peace with the rival afterwards, and don't attack him.
What the rush is not:
* Specifically, you're NOT looking to fuel your entire early growth by way of conquest. This (the act of rushing) should be seen as an opportunistic sucker punch against your closest rival to relieve him of his capital site, and to pre-emptively relieve pressure from your borders as rivals begin expanding toward you (the thinking here is that you'll have relatively more room to expand into, now that you are minus one rival). If you're attacking throughout the "peaceful land grab" phase of the game, you're essentially fighting a war of attrition...at some point, probably not long after your third conquest or razing, it has stopped being a "rush" and become something more akin to a blind, bloodthirsty frenzy.
* You're also not looking to give your opponent enough time to found lots of cities and do a good deal of your terrain improving for you. If you want this type of gain, then the Rush is the wrong kind of attack for you--and this type of attack will be covered later.
-=Vel=-
...the main goal in the rush is to knock out a rival very early on. You don't want to spend a lot of time at it, and you don't want to get bogged down taking numerous cities. That's not really what the rush is about.
What the rush is:
* This early in the game, you're not looking to take a number of AI cities. One and maybe two. More than that, and the war will last too long to really be considered a "rush." The most important part of the rush is securing the target's Capital. Why? Because Capital sites are engineered to be inherently better than average, and having two such sites under your control in the very early game is an outstanding way to begin! (and if the AI has a second, or even third city somewhere, consider very carefully whether to attack them...if you do, then consider very carefully whether or not to KEEP them).
* Ideally, you'll net yourself a free worker (and possibly more than one) from your ambush. That sixty hammer theft might not seem like much, but workers are easily the most important units in the game, and having an extra one for FREE, that didn't cause your city to stop growing is a tremendous boon. Well worth the price of the ambush, even if you simply make peace with the rival afterwards, and don't attack him.
What the rush is not:
* Specifically, you're NOT looking to fuel your entire early growth by way of conquest. This (the act of rushing) should be seen as an opportunistic sucker punch against your closest rival to relieve him of his capital site, and to pre-emptively relieve pressure from your borders as rivals begin expanding toward you (the thinking here is that you'll have relatively more room to expand into, now that you are minus one rival). If you're attacking throughout the "peaceful land grab" phase of the game, you're essentially fighting a war of attrition...at some point, probably not long after your third conquest or razing, it has stopped being a "rush" and become something more akin to a blind, bloodthirsty frenzy.
* You're also not looking to give your opponent enough time to found lots of cities and do a good deal of your terrain improving for you. If you want this type of gain, then the Rush is the wrong kind of attack for you--and this type of attack will be covered later.

-=Vel=-
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