Pop rushing is an interesting topic, to be certain. I was first seduced by its allure - the promise of fast and easy production at a time when my empire needed it the most. But it has a long term cost.
Take, as an example, a game I played recently as the Romans on Regent difficulty on a standard sized map. Rome was my first city on some nice grasslands, and typically had a food velocity of 2. Veii, my second city, encompassed two wheat tiles, one of which was flood plain. So it had a food velocity between 3 and 5. I used both Rome and Veii to rush build extensively. Veii was obviously my main source of rushed legions, since the pop growth was so high. I finally switched from Despotism to the Republic at 1 AD, interestingly enough.
Once my cities started growing, I noticed something horrible - Rome was somewhat hobbled, and Veii was stuck with one producer and three entertainers. Rome finally started growing again around 800 AD, but Veii didn't start growing until the 1600s, and its people remembered all of the oppression until the early 1800s.
This is not to say that it wasn't a valuable tool for me, and the trade-off was rather minor - those Legions conquered the Aztec empire and doubled the size of my territory. But the net effect was that my first and second cities were nearly useless for many turns after that, and their growth was stunted even after the period of uselessness ended. I'm still stunned by how long the Veiians remembered the rush building. Now, Veii produced quite a lot of legions and city improvements, but still.
At any rate, I have yet to find the perfect rush-building balance. And for some players, this trade off may be perfect - it certainly was advantageous to have the early super-production from Veii, but it did hurt not to have much production at all from it later. Incidentally, after Veii shedded its protestors in the 1800s, it boomed to primacy among my cities in short order, which gives a good indication of what it could have been in the interim if I hadn't been so eager to sacrifice population.
Take, as an example, a game I played recently as the Romans on Regent difficulty on a standard sized map. Rome was my first city on some nice grasslands, and typically had a food velocity of 2. Veii, my second city, encompassed two wheat tiles, one of which was flood plain. So it had a food velocity between 3 and 5. I used both Rome and Veii to rush build extensively. Veii was obviously my main source of rushed legions, since the pop growth was so high. I finally switched from Despotism to the Republic at 1 AD, interestingly enough.
Once my cities started growing, I noticed something horrible - Rome was somewhat hobbled, and Veii was stuck with one producer and three entertainers. Rome finally started growing again around 800 AD, but Veii didn't start growing until the 1600s, and its people remembered all of the oppression until the early 1800s.
This is not to say that it wasn't a valuable tool for me, and the trade-off was rather minor - those Legions conquered the Aztec empire and doubled the size of my territory. But the net effect was that my first and second cities were nearly useless for many turns after that, and their growth was stunted even after the period of uselessness ended. I'm still stunned by how long the Veiians remembered the rush building. Now, Veii produced quite a lot of legions and city improvements, but still.
At any rate, I have yet to find the perfect rush-building balance. And for some players, this trade off may be perfect - it certainly was advantageous to have the early super-production from Veii, but it did hurt not to have much production at all from it later. Incidentally, after Veii shedded its protestors in the 1800s, it boomed to primacy among my cities in short order, which gives a good indication of what it could have been in the interim if I hadn't been so eager to sacrifice population.
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