You can find several examples in the recent Nations thread (e.g. Bantu, Japanese, Turk).
I suppose here the game starts at City Center only, resources 200/200/100 (standard).
- the EARLY RUSH starts between 2.00 and 3.00, at Ancient, so without the Despot (what forumers sometimes clearly call “the 2-3 minutes rush”). This extreme one starts with some 2 Light Infantry and one Foot Archer starting to attack an enemy capital and 2 more infantry on their way, constantly reinforced. The bet (or good scouting): the enemy has yet poor or no defense.
The hope, a plunder of +500 all that would repay the expense. Holding the city is a secondary possibility. This one would be worth a try with the British or the Aztecs, for example.
Example: my first Iroquois HI started moving for the rush at 3.15 and Rome was captured at 5.45. Unfortunately, this Roman already had just finished a tower and second city had barracks, and assimilation takes 4.30 while I catch only the Library and 3 farms. My 7 infantry cannot hold and cannot even plunder under the fire of the tower. I have to fall back. I concentrated my production on soldiers, so my civilization is still at a 3.00 stage. Bonus: +500 all, that is it.
DO NOT FORGET TO CAPTURE THE CITY WHEN YOU ARE CLASSICAL OR YOU MISS THE +500 METAL.
- the SPORTIVE RUSH starts between 4.00 and 5.00. May start at Ancient (if you looked for COM2 or CIV2 before Classical, for example), with or without the Despot (if early, the Despot may reach around the end). Your nation is already at or above 70/100/10 at 4.00, so can attack meanwhile continuing to progress. A combination of LI, HI and FA according to the resources are queued.
The main difference is that the army attacking the capital has already quite a size (say start with 5-6, 3 more and the Despot coming before the city falls) and takes the city faster, with less casualties, hopefully none. The bet: you can hold the city, the city has already buildings that you gain at assimilation.
Romans, Americans or Japanese are good for this. One RC if Mongol (gifted with the stable, excellent against LI), 2 catapults gifted with a siege factory if Turk.
Example: my Greek units start moving at 4.30, 3HI, 1 FA, 1 LI but I am already at Classical, +60/+120/+30/+20/+25 and start the Senate. In case I fail, I withdraw and that is it.
When Washington falls, it is already 7.45. But Loss: 0 and I can hold without trouble. Some extra FA or LI ensured he could not build barracks or a tower nearby. It took longer to take the capital as the enemy was Classical with a temple, so city is bigger (I waited ambushed until he had a decent city but moved when he started military buildings).
Difference, on top of the +500 all, I catch the university, temple, market, 5 farms (well, and a woodcutter for 2). My citizens start repairing while plunder enriches me. Foe has two other cities but it helps me as they make a buffer against other foes.
BUILDING A THIRD CITY WILL DELAY YOUR RUSH BY 1.30 MINUTE, as you normally need 270 food, 110 timber. Except Bantu of course.
LOOKING FOR THE DESPOT TO START RUSHING CAN DELAY YOU A LOT. It costs some 77 food, 50 timber, 127 wealth and the building of both the Senate and Despot takes long. Advantaged: Iroquois (immediate Senate), Americans (free government).
- A much more delayed rush I call here ASTHMATIC RUSH because people talk of Military 3 requirements (RC, HC) that do not come before 5.30, then people talk again of jumping immediately to Medieval, what pushes you after 8.30. This to me is not worth being called a rush anymore, rather a normal attack.
IF YOU RUSH LATE, CHANCES ARE THAT YOU ARE ATTACKED BY ANOTHER NATION MEANWHILE. Instead of reinforcing your attack, you’d better attack only with what you have decently planned and think of defending your own territory with the new troops.