NON-partisans

Theben

Chieftain
Joined
Dec 18, 2004
Messages
19
I noticed the other day in a game where I built partisans, then either had the city captured or I disbanded it.

The partisans became NON-homed, and stuck around.

I tested this, as did germanos @ poly, using v. 2.42, 2.78, and MGE. It works.

My question is, has anyone seen this before?
 
Never noticed it, but I suppose it would make sense for a band of partistans to be able to survive without anyone to support them.
 
If you loose your last city, you loose. If you have a NON SETTLER, you may (not positive) still survive, but otherwise you loose.
 
civ2 said:
Well...
Yesterday I lost a city and it caused a bunch of those.
But... I lost immediatelly since it was the last city!
How is that possible???
If they exist then they must have either a home city or a NONE.
But both lead to not loosing... :sad:
If you have researched Communism and you lose a city, it spawns a lot of Partisans around it. Did you get a message saying something like "[your civ] Partisans take to the hills near [captured city]"? If yes, that's the answer.
Funny that nobody else has pointed that out yet.

Edit: This is also true when you capture one of the AI's cities. But they still need Communism, just like you.

Edit2: It also doesn't matter if Guerilla Warfare has been discovered by the defending civ. Only Communism is needed.
 
I believe Guerilla warfare gives more partisans, and will also give partisans if you don't have Communism. Gunpowder is needed for partisans to appear, too.
 
Communism will get you some partisans if you lose a city. With Gue Warfare you will get many more.

However the case I am describing involves having actually built the partisans as you would any other unit. The units remain if the city is lost, either thru conquest or disbanding, and become 'NON'-homed units.

(TLC, you are one spammy bastard here)
 
Thought I might add a comment here.

IIRC, you must have one of the following to get Partisans when a city gets captured:

1. Gunpowder + Communism
or
2. Guerilla Warfare

Communism "activates" Partisans, but only if your civ also has Gunpowder. However, if you have neither of these two but you have Guerilla Warfare (which is only possible in Cheat Mode, mind you), you also get Partisans.
 
civ2 said:
My question was:
Why I lost the game if I got lots of NONE units???
Units simply do not count. You lose if you lose your last city.

(Not 100% what happens if you've got a NON Settler if you last city falls, but Partisans do under no circumstances count.)
 
I think if you have a NON Settler, your civ can continue as you can still found another city.

(I think this actually happened in one of my earlier games. Started w/ two Settlers, one built a city, the other farmed; barbs waltz in and take undefended city, I'm surprised that I'm still in the game and skedaddle away from there w/ my remaining Settler. Refound civ elsewhere, eventually lose anyway. Like I said, one of my earlier games.)
 
One of the weirder things that happened to me was when the barbarians seized my colony in America (Europe map). I just had pikemen or phalanxes since other civs were so far away... as a result of the barbarian attack i got a ton of Partisans, who retook my cities and established a strong defence. Was really of great benefit... way easier than building defensive units myself. :lol:
 
I don't recall seeing it in the standard game (I don't recall the last time I built partisans, let alone lost a city that was home to one ;) ) but I seem to recall playing Kobayashi's "ZWK" scenario and the Militia units could do this (survive as NONs after their city was lost). I looked, and that unit appears to be in the Partisan slot so that makes sense that it would behave the same way.
 
Your civ can survive if you have a non-settler left. A settler is a settler and counts toward your being able to build a city.

The partisan trick is a good idea, but unless you let a major city be captured, you won't be able to support many partisans in the city you want to disband. Remember that in the early forms of gov, units over three units require shield support, and in Rep and Demo, each unit requires a shield to support it.
Sooo, rehoming more than 3-6 units in a size one city to be disbanded isn't gonna work too well.

Besides, by the time you discover Guerrilla Warfare (prerequsitic for building partisans), you should be so dominant that you don't really need "bunches" of non partisan units. Spies work better if you really need a garrison unit, and, with railroads, you can move your troops anywhere you need em, when you need em!!
 
Ace said:
The partisan trick is a good idea, but unless you let a major city be captured, you won't be able to support many partisans in the city you want to disband. Remember that in the early forms of gov, units over three units require shield support, and in Rep and Demo, each unit requires a shield to support it.
Sooo, rehoming more than 3-6 units in a size one city to be disbanded isn't gonna work too well.
Does the food box get processed before the production box? I think it does. If so, you could do the following:

1) On prior turn, position engineer on forest, swamp, jungle, or mountain square adjacent to main railnet. If the chosen square is already on the main railnet, this can wait until next turn.
2) Build partisans in 50 cities on the same turn (obviously rushbuild where necessary).
3) Engineer from step 1 creates city
4) Partisans all ride rails/ship chains to newly founded size 1 city with empty food box
5) Rehome all partisans to that size 1 city creating a large sheild shortage.
6) Make worker in new city an elvis to create food shortage as city square will not support the citizen.
7) Voila! 50 none units when the city starves.
 
Hmmm - tested yet?

10-50 (or whatever) NON Partisans at the cost of one Engineer. Depending on what you plan to do with them, might be a decent trade-off...
 
ElephantU said:
Hmmm - tested yet?

10-50 (or whatever) NON Partisans at the cost of one Engineer. Depending on what you plan to do with them, might be a decent trade-off...

Yes, it would be a good trade-off, if it works (which I think it will), but, I still think that by the time Guerrilla Warfare permits building Partisans, you won't really need them.
 
50 NONE units with the same defense value as a Riflemen unit? You call that outdated? One unit, yes, but certainly not 50. The sheer number of them more than makes up for them being "outdated".

Just make sure you don't stack them all in one square outside a city or fortress, because then I see your point.
We lost 50 units.
 
No, not outdated. My point is that by that time in the game, you should be so far ahead of the AI that you won't need garrison units, just spies to buy up everything in sight, and freight to generate mucho beakers and coins! The AI might even be reduced to just a "pet" city. Check out your tech tree. GW is just before Labor Union which is the end of the line for that line of research. And, keep in mind, that its ususally a good idea to delay the advances that permit partisans, because they are a pain in the A** when you buy an AI city and they spring up around it.
 
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