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