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Bloody Monk

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austin, tx
May 2001 time: 23:36
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I question whether we need to have cities with 3-4 specials. First, there is not much time left; and second, 3-4 is the size limit with a temple and elvi and we don't have the cash to build n-1 colosseums. In a cluster of ten new cities, one or two might be all we can support at larger sizes. It would be different if it were 1836 BC.
As for Markets and Libraries, because of ongoing maintance and the initial cost, it will be cheaper to increase trade arrows by building more cities.
This game is still winable I think. If we can quickly stand up 30+ tightly built cities, drop in some barracks, and crank out a horde of vet Crooks, we might be able to take over our island, catch up in tech, and go hunting for the rest of the AI. We have at least two civs with some of their cities close by, Egyptians and Suefolk, so there appears to be a target rich environment to play about in.
Monk
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rjmatsleepers
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I like the red ones, but I'm not too sure about the blue ones. There may be good land to the south west and south east of the land we have explored.
RJM at Sleeper's
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:36
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Seems to me the whole point of the second city is to allow ship access from the ocean our homeland is in to the seaways spotted south of this New World. Are we sure that we can't get around it easily to the West though? And why do we need to, when what we really need is new land for cities?
If we don;t go the canal route, I would build where the settler is now (still gets a few shielded grass to itself, and otherwise it would just steal one of the fish from Caralis, which has very little good land for some time apart from those fish), and move the southern canal city one West to the unshielded grass. There's still some overlap there, but not too much. Moreover, I would build another city on the tundra slightly further east as well - that tile would then be as good as any other underneath the city, and wouldn't be a limiting factor in the city's productivity in the future.
Generally though this sort of placement looks good to me. In Civ3 we often use 'camp cities' that build basically only cheap military or (settlers) for improving terrain. When they have served their purpose and the other cities are growing, they disband to make room.
Would that be OK, or too ICS for people?
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Ben Kenobi
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McGregornobi!
Oct 2002 time: 21:36
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quote:
Well, I agree. As a general rule, I would not ICS either. I just don't see any other way to, in the time remaining, get the critical mass to compete in THIS game. Perhaps you could give an outline of another path. My vision has become too myopic, I fear.
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Yeah, we got to get some cities down before the AI crushes us, if for nothing else other than the fact that the AI takes one of our cities, and we can steal techs from that city.
That's the only hope I see right now, should the AI come a'knockin'. This way we can jump all the way to Rifles, which are most needed for defense.
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cavebear
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of the Pleistocene
Oct 1999 time: 00:36
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OK, the only plan I saw involvng overlapping cities was for 2 separate canal systems. So I wasn't aware you wanted "tight-packed cities" for other reasons. Hence, my confusion.
We had discussed ocassional overlapping cities to share Specials, and I am quite happy with that. There is no reason not the build 2 more cities overlapping the one I suggested so they can share use of a Whale and the Wine. I even agree that such proximity could help them defend each other (though we have already agreed an attacked city is probably a dead city).
So, let's think one canal sysytem through Utica, one city placed among the 3 Specials, and two more cities close to that overlapping some Specials. Then we can see if there is another similar spot west of there. We can also string new cities among Caralis, Malaca, and Utica.
Meanwhile Apolytonia keeps turning out Settlers and Caravans destined for large cities of the other civs (assuming our ships aren't routinely sunk by annoyed enemy Destroyers).
Sound good? Does that balance out conflicting strategies?
[edited to correct "ships are routinely" to "ships aren't routinely"]
Last edited by cavebear on 11-06-2004 at 04:36
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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Never Underestimate the Benifits from Shorter Lines of Communication
We are way behind but scrambling to make some impact in this game. We don't have the luxury of time to build fully developed cities. Until we can get Fundy or Commie Gov't, our cities will not grow much. This is because we simply will not have the cash or the time to slow build the white goods (Colosseum, Cathedral, Harbor, Markets, Aquaduct) that will permit such growth. Therefore, we must build overlapping cities planning for size 5, eventually 8, that can contribute 5+ shields each.
This will accomplish several things for us. By having more closely spaced cities, we will get additional arrows from more city squares; we will need fewer roads to connect them; we can utilize more of the available tiles; but, most importantly, once the roads are in, internal lines of communication will be very efficient. If we have the time to bring this together--meaning, we aren't discovered by the neighbors--we will be able to field a hoard of attackers that can go to work.
Eventually, the core cities and connecting roads will be in place. A source of additional shields (and arrows??) then can be brought forth by mining the grass of two hidden specials.
Monk
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