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HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:27
  Old Post 30-03-2003 03:05 Visit HarryH's homepage!
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Dissidentville Pop-rush Support Apolyton, buy Civilization 2

I setup a scenario and did some experimenting with pop-rusing as a Despot. Here are the basic rules:


  • One citizen produces 20 shields. To determine the number of citizens needed divide the number of shields needed by 20. If there are any factions, move up to the next whole number. Example: 1-20 shields costs 1 citizen, 21-40 shields costs 2 citizens, etc.
  • Just as with hurry using gold, if there are 0 shields in the production box the cost is doubled. Example: 1-20 shields costs 2 citizens, 21-40 shields costs 4 citizens, etc.
  • You can not pop-rush more than half of the population at one time. However, you can pop-rush a lower cost item, change to another item and pop-rush some more, etc. until you get down to 1 pop.
  • Each citizen lost to pop-rush generates 1 unhappiness. I have read that this lasts for 20 turns but I have not verified it. It is possible for all these unhappiness points to count against 1 citizen if that is all the city has.


In the 1025 BC save Dissidentville has 2 pop, +3 food/turn, growing to size 3 next turn (it should already be size 3 now). It has 1 spearman in the city generating 1 happiness point. The city is disconnected from our luxury. We could pop-rush one citizen without causing disorder. To pop-rush more we will have to either get more units into the city or turn some citizens into specialists. All but one shield and one commerce are lost to corruption so turning citizens into specialist would only slow the growth. It would have not affect production or commerce. We could pop-rush all the way down to one citizen and make that citizen a tax collector. The city would stagnate at 1 pop for 20 turns while increasing +1 gold/turn.

I think our war with GS will start in 10 turns or less. In a few turns Dissidentville will generate 1 regular spearman. It would be nice to have a barracks in Dissidentville so we can upgrade the southern warriors without having to move them all the way up to Miller Town and then back down. If Dissidentville has a barracks it also gives us another option for upgrading warriors to Immortal. We would not need to reconnect the road. The warriors could move down to Dissidentville for the upgrade. It will take them an extra turn to move without the road but it allows the northern cities to continue to produce warriors without needing to disconnect the road again after the upgrade. We should keep one or two Immortals near the northern cities just in case GoW or ND get ideas about landing there instead of going along with the plan. maybe one of the Immortals we just brought back from Bob can do this while the other, along with a spearman, is the force that goes by galley down the eastern coast.

Current plan: Collect warriors at Miller Town. Reconnect road by Elipolis. Upgrade warriors to Immortals. Move Immortals to gathering point E of Elipolis. From there they are two turns away from Dissidentville. After GoW takes out the GS warrior (I hope they send two horsemen to do this, one won't do), our Immortals head down to Dissidentville getting there in two turns. The road will need to be disconnected again to allow the northern cities to continue to produce warriors. While the road is connected they will need to produce something else.

Alternate plan: Collect warriors at the gathering point E of Elipolis. After GoW takes out the GS warrior our warriors head down to Dissidentville. They can reach it and be upgraded to Immortals in three turns. This plan requires us to rush a barracks at Dissidentville. The northern cities can continue to produce warriors without wasting worker turns reconnecting and disconnecting the road again.

Dissidentville is at size 3, will be size 4 in 7 turns or less, and will have accumulated 20 production points in a few turns (currnetly building a spearman). The 20 production points and the 3 citizens available for pop-rush gives a total of 80 production points available to Dissidentville in 7 turns or less. That could be 4 regular spearmen or a barracks plus 2 veteran spearman. I think having a close location to upgrade the southern warriors will be beneficial and it gives us the option of going with the alternate plan above if we want to.

I propose that we switch Dissidentville to barracks and as soon as it gets to within 20 shields of completing it we use 1 citizen to pop-rush the barracks. The one spearman in the city now will handle the unhappiness generated. In a couple of turns after that the city will grow. Then we pop-rush a veteran spearman and continue to pop-rush veteran spearman every other turn until the city is down to size 1. Depending on when the war starts we should have at least 1, if not two, veteran spearman to protect the Immortals with more following close behind.

Beta is offline Beta

Deity
Prowling in a PBEM near you!
Nov 2002
time: 00:27
  Old Post 30-03-2003 03:37 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Harry - great minds think alike! See my most recent post of this turns move. I was wondering what the mechanics of a Dissidentville barracks would look like. The joy of that would be a continuous stream of warriors, to, and immortals out of Dissdentville. We would have to be doubly sure we keep sufficient forces there so GS does not run some chariots up the grasslands pipeline to the east and sandbags the city when few troops are there. This would seem unlikely - I think they are going to need every chariot they have for defensive counter-attacks further south.

Which is my only slight cooncern with the plan - I was expecting to produce 2 and possible 3 additional spearman at Dissidentville. I gather from your plan, we will get them, but just at a later date. I hate the thought of using Immortals to 'soak up' chariot attacks.

But - it looks the only difference would be one spearman - and having the barracks there would more than make up for that. Especially given the quick conversion of the southern warriors, and the ability to stream Immortals to the front.

Great post!

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Deity
Prowling in a PBEM near you!
Nov 2002
time: 00:27
  Old Post 30-03-2003 03:45 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Re: Dissidentville Pop-rush Lose 30 kilos (of popups)

quote:
Originally posted by HarryH

I propose that we switch Dissidentville to barracks and as soon as it gets to within 20 shields of completing it we use 1 citizen to pop-rush the barracks. The one spearman in the city now will handle the unhappiness generated. In a couple of turns after that the city will grow. Then we pop-rush a veteran spearman and continue to pop-rush veteran spearman every other turn until the city is down to size 1. Depending on when the war starts we should have at least 1, if not two, veteran spearman to protect the Immortals with more following close behind.


Yes - this works to perfection. Need to remember to switch the production next turn from spearman to barracks, otherwise the regular spearman will be produced.

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:27
  Old Post 30-03-2003 03:59 Visit HarryH's homepage!
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In the 1025 BC save Dissidentville was 1 turn from size 3 and had accumulated 14 production points.

1000 BC 15 prod, size 3, 0 food
975 BC 16 prod, size 3, 3 food
950 BC 17 prod, size 3, 6 food
925 BC 18 prod, size 3, 9 food
900 BC 19 prod, size 3, 12 food
875 BC 20 prod, size 3, 15 food
....... pop rush barracks, cost = 1 citizen
....... 40 prod, size 2, 15 food
850 BC 0 prod, size 2, 18 food
....... barracks built, start spearman
825 BC 1 prod, size 3, 0 food
....... pop rush spearman, cost = 1 citizen
....... 20 prod, size 2, 0 food
....... need two units to prevent disorder or make one an entertainer
800 BC 0 prod, size 2, ? food (depends on entertainer)
....... veteran spearman built
775 BC 1 prod, size 2
....... pop rush spearman, cost = 1 citizen
....... 20 prod, size 1
800 BC 0 prod, size
....... veteran spearman built

Depending on which turn we leave we could have 2 veteran spearman. If we could leave the city empty for a turn the one citizen could be a specialist and the regular spearman in Dissidentville now could go with the force. Since we will have visibility of the area we could tell if the city could be left empty without risk. As the sourthern warriors move back to Dissidentville for upgrade they could stay in the city for a couple of turns so the citizen could go back to work and produce food. It may be possible to pop-rush another spearman to go with the second wave.

[edited for better formating]

Wittlich is offline Wittlich

Emperor
A Wyandot lost in "The City" SF,CA
Dec 2000
time: 21:27
  Old Post 30-03-2003 04:25
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Actually, the plan sounds pretty good.

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Deity
Prowling in a PBEM near you!
Nov 2002
time: 00:27
  Old Post 30-03-2003 05:03 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Indeed!

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:27
  Old Post 30-03-2003 05:32 Visit HarryH's homepage!
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Another option for more spearmen is to use Wittlich City. It would waste less if it built spearmen instead of warriors. With production of 3/turn it is doing 12 for each 10 shield warrior. It could do 21 for a spearmen. This would reduce the number of warriors for Immortals, but the money to upgrade will not last forever. Once we start conquering territory, we will need some spearmen to leave behind to protect cities while the Immortals push on.

mjmacy is offline mjmacy
Prince
Madison, WI
Mar 2003
time: 23:27
  Old Post 31-03-2003 21:01
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I like the Barracks plan in Dissentville

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Deity
Prowling in a PBEM near you!
Nov 2002
time: 00:27
  Old Post 31-03-2003 21:04 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by HarryH
Another option for more spearmen is to use Wittlich City. It would waste less if it built spearmen instead of warriors. With production of 3/turn it is doing 12 for each 10 shield warrior. It could do 21 for a spearmen. This would reduce the number of warriors for Immortals, but the money to upgrade will not last forever. Once we start conquering territory, we will need some spearmen to leave behind to protect cities while the Immortals push on.


Agreed - but the mining of the hill tile will be done shortly - and then through adjustments of the tiles being used, we could go 3,3,4 for a warrior in 3, or straight 4 for a spearman in 5. Will slow down city growth somewhat. But they will be vets.

argha is offline argha
Chieftain
WI
Nov 2001
time: 23:27
  Old Post 01-04-2003 00:39
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I like the ability to be able to put out units fast and then upgrade i say pop rush

Last edited by argha on 01-04-2003 at 00:45

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