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Togas
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California
Jun 2002 time: 21:34
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When it comes to interior cities, we don't need to use the hills. Our second city isn't likely to be the target of an attack, especially if we already have some Hoplites at the ready. To beat us, someone would have to find us very early, be very close, and very confident that their weak units can overpower our cheap Hoplites (not very likely). More likely, someone will attack us later on, when we are more spread out, at a point where they have a large #s advantage to overpower our superior defender.
Hills for fronteer cities. Let's save the hills in the interior for mines.
I really like the Ivory City (NE of Ivory) but it won't be a military town with that floodplain there. Our second city should be a military town, and I prefer the northernmost site. It should also be somewhat central in our expansion plans, and be able to quickly send vet Hoplites to our new cities.
--Togas
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Dominae
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First: Tobacco
Second: Apolyton 633 (R2 on Donegeal's map)
Third: North or West of Apolyton (Rivers or Wines)
IMO, the Tobacco site is clearly the best option for a second city. It's only 2 tiles from the capital, it's coastal, it's on a River, it accesses the Cattle and some Bonus Grasslands, it's easily defensible. The two priorities for the second site should be Food then Commerce (to rush for Philosohpy).
The Ivory is certainly important, but throwing a city over there right away is wasteful. The Statue of Zeus can be prebuilt with any other Wonder (like the Mausoleum...Philosophy again!); there's no need to hook up Ivory ASAP. Other than act as a guard for the Ivory, a city out there would be wholly unproductive for quite a while, due to Corruption and distance for Workers to travel. In the location suggested, a Temple would have to built to hook up the Ivory in the first place, quite an expense at this stage (especially considering the cost of research Ceremonial Burial).
If the worry is to lose the Ivory to some other team, the solution is more scouting in the eastern direction, and the posting of a lookout on the Mountains tile due North of the Ivory. With these two measures it's highly unlikely that any other team would claim the Ivory first.
Dominae
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GodKing
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Detroit
Feb 2002 time: 00:34
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Well now. Our second city should have two primary characterizes IMHO. Being able to produce military units fairly quickly, and having a decent bit of commerce to help in our research priorities. Growth potential is not really a concern, so a limited growth site is acceptable.
The Tobacco fits the picture greatly. And, as it is on the river, it gains a free aqueduct. Bonus! I suggest a work build queue of warrior, curragh, warrior, worker, barrack, then switching between hoplites, curraghs, and workers (to keep our population size manageable) til the cows come home. This location also allows us to use the cow tile as the situation demands. Micromanagement at its best.
Second city would be near the woods. It is food high, has plenty of room to grow, and until the wood gets chopped, has a good production potential. I view this city as a temp worker producer, switching over into a general purpose city as the wood is chopped and it has a good infrastructure. I can see this as becoming a fill in the space city, as there is not much in terms of long term strength with any one thing (food, shield, or gold) but it is above average in all. A good, solid city location, if not exciting. Preliminary thoughts for production are Hoplite, Hoplite, Hoplite, settler, barracks, Hoplite, worker, and so forth. A market and or a temple would be welcome here as well. Also, we can start a pre-build for either the pyramids and/or Zeus here and not cause major disruption to our empire. Zeus would be most welcome as this city will be towards the center of our empire and will provide an excellent staging ground.
City #3 on my plan I am excited about. Look at it. It has hills and mountains for major production ability; flood plain to make the city grow. This city is IMHO our best site. This will be our major settler and worker pump. No doubt about it. And, once REX is over, this will become a power house production city. It is close to home, relatively speaking, so corruption should not play a major issue. However, it is far enough away that I would rather fill in closer to home first, thus city #2, and would rather get our defenses and exploration turning out, thus city #1. This city becomes a work horse. First build should be a granary. Pop rush it if it makes sense to do so. POP RUSH. Heck ya. This city will not get above size four for a while, as it will be popping out settlers and workers like mad. A temple or library to provide a border expansion (if another city doesn’t extend it outwards) to add it the two other flood plain tiles is also a good pop rush possibility. I suspect that this city may grow so fast, once all the flood plain is in and a granary up and running, that we may be pop rushing a lot here, including pop rushing workers and settlers. Although with all the production potential, we might not need to.
City #4 – Ivory city. Looking at the city from a long term perspective, it appears that the plain tile is best. It can use the hill for production purposes. I wouldn’t mind connecting the ivory earlier for just happiness purposes, but looking at things, the first three locations must take precedence. Also, as we will not be able to build Zeus for some time (60+ turns, as we need to research the tech) we have time. It is close enough to our homeland that I am not concerned about us getting it, only about keeping it once others know about it. This city will be much like #3 in that it has access to high growth potential and good production. Also, with the river and the ivory, this city will also have good commerce.
Cities #5 and #6 are interchangeable, and are meant to keep our empire balanced. We do not want to do too much growth in only one direction and suddenly find someone coming up behind us (although looking at the map, I would not be surprised to find that we are on a peninsula). Also, these city sites are not great in any one thing, but will do well as military production centers, making units to send out with our outlying communities.

Oops, saved as a bmp not a jpg. Changing it now....
Last edited by GodKing on 26-03-2004 at 06:57
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Togas
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California
Jun 2002 time: 21:34
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If we want to build a city close enough to use the cattle in Apolyton, I highly suggest that we go with the BLUE city in the following (very crude) diagram:

The red site in this map is the "tobacco" site. Why do I prefer the blue to the red?
Commerce: Tobacco city's tile will have only 2 commerce despite being on a river, roaded, and having tobacco, because of the despotism penalty. We waste the extra commerce by building on it.
Workable Tiles: Tobacco city has only 2 quality tiles to work, and one of them is Apolyton's cattle. Blue city has 5 (if you count the Tobacco) and still can use the cattle on turns when Apolyton doesn't need the extra food.
Tobacco city will not be useful as it grows larger and will stagnate, making it an unlikely city to need a free aquaduct. Blue City has plenty of good tiles and room for comfortable growth that will support far higher production than Tobacco City.
Corruption: Tobacco city is distance 3. Blue city is distance 3.5 For corruption purposes they are equal.
River/Aquaduct: While Tobacco city gets a free aquaduct, are we actually going to grow past 6 in this game? would it be useful to get that city much bigger with the subpar tiles around it and with it stealing tiles from Apolyton?
Distance from Apolyton: While Tobacco could get instant defenders from Apolyton, blue is 2 turns away, due to the river. However, blue can get instant defenders or MPs TO Apolyton by moving 8-8-4. Tobacco CANNOT get instant defenders or MPs to Apolyton, it'll take them 2 turns to move 2 tiles. :/
If we go south for our next city, it oughta be "Blue". However, I do echo my previous post in that I want us to have a strong military city as our 2nd city. This city site could be 3rd or 4th.
--Togas
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