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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Democracy Game > C3C IDG: Apolyton Team > Discussion Thread: City Site Planning
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BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:37
  Old Post 03-08-2005 12:36 Visit BigFurryMonster's homepage!
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#31 Report this post to a moderator
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Summary of the plans mentioned above.

Modo44 - Green
Krill - Blue
GodKing - Yellow
BFM - Red

I added my own plan. This recognizes the fact that we don't have that much to work with (due to the mountains) but manages to place 2 extra cities on the river. The eastern city can use the Game tile now and then and become productive. Hopefully, it'll have some good land to the east.

Attachment: bfm city planning.jpg
This has been downloaded 91 time(s).

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 03-08-2005 19:55 Visit Aro's homepage!
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I know this is a stupid question... But why should we overlap our cities in this way?

Please, folks, be patient with me, I'm just a poor n00b...

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:37
  Old Post 03-08-2005 20:01 Visit Modo44's homepage!
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quote:
Originally posted by Aro
I know this is a stupid question... But why should we overlap our cities in this way?

Because efficient use of terrain in Civ3 games requires approximately 12 tiles per city. If you have more, you have terrain that does not work for you, and Settlers have to travel longer. It becomes increasingly difficult to survive, let alone win, on higher difficulty levels using a sparse pattern.


I would add another city two tiles north of my westernmost one (one tile above Krill's proposal). That would seal the pattern around the capital, I think?

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:37
  Old Post 03-08-2005 23:15
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As Modo says, 12 tiles per city is pretty much the goal. Hospitals come so late in the game that any benefit we would get from large metros would be wiped out by our comparatively worse performance in the first two eras.

And if we are thinking in terms of the ind era, metros often aren't much better than large cities at building 2-turn tanks, infantry, etc. anyway.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 03-08-2005 23:34 Visit Aro's homepage!
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quote:
Originally posted by Modo44

Because efficient use of terrain in Civ3 games requires approximately 12 tiles per city. If you have more, you have terrain that does not work for you, and Settlers have to travel longer. It becomes increasingly difficult to survive, let alone win, on higher difficulty levels using a sparse pattern.


I would add another city two tiles north of my westernmost one (one tile above Krill's proposal). That would seal the pattern around the capital, I think?


quote:
Originally posted by Kloreep
As Modo says, 12 tiles per city is pretty much the goal. Hospitals come so late in the game that any benefit we would get from large metros would be wiped out by our comparatively worse performance in the first two eras.

And if we are thinking in terms of the ind era, metros often aren't much better than large cities at building 2-turn tanks, infantry, etc. anyway.


Thanks, Modo and Kloreep...

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:37
  Old Post 03-08-2005 23:54
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And if we need metros for unit support purposes we can just build hospital and set as many specialists as the city can support.

Moonbars is offline Moonbars

King
Glasgow
Aug 2002
time: 05:37
  Old Post 04-08-2005 01:32 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Aro,

Unit support is a another good reason - more cities = more unit support. Under a republic for example, you need to cram as many cities in as possible, as you don't even get enough support for more than 1 unit per city until it is size 7..

Especially true in games like these where you might have to field a huge force to fend of another team's huge force.

The main reason is efficient use of land, sharing of improved tiles, ability to move a defenders where they are needed faster, less roading to connect up & reduce your corruption.. there are lots of threads in the strat forum on this topic I would think.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 04-08-2005 05:12 Visit Aro's homepage!
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Thanks, Moonbars!

Living and learning

Btw, I'm starting a SP game right now... Let me see how it goes

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:37
  Old Post 09-08-2005 15:43 Visit BigFurryMonster's homepage!
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A site to the east, though not on a river, could reach TWO game tiles now...

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:37
  Old Post 09-08-2005 18:39 Visit Modo44's homepage!
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quote:
Originally posted by BigFurryMonster
A site to the east, though not on a river, could reach TWO game tiles now...

But why not try to get two good pumps (+5 fpt) instead of one with "too much" food concentration? I mean, do we know the other Game tile has no fresh water around?

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 17-08-2005 08:40
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Tired of ads?

It's time to start looking at this and discussing a bit more

We know that our first city will be north of us, to set up a worker pump.

We also know that we would like to see another city, at 2-2 from Apolyton, as a Military Camp. Problem with this is the need for sheilds (working on that).

Also, a Really good city site, is on the hill, 1-1-2-2-2 From Apolyton (I'll post a screenshot soon, but see turnthreads until I do). This site, with the 2-2 site, will get the Spices into our Cultural border and allow us to use it.

So, those are 3 sites, any other suggestions??

E_T

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:37
  Old Post 17-08-2005 11:12 Visit Modo44's homepage!
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That Warrior came from the west, right? This means we will need to be quick to grab the bonus food there. Or do you think they will just leave it for us?

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 17-08-2005 12:05
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Settleer #2 will be 4 turns after #1 (and the ones following will be every 4 turns afterwards).

E_T

H Tower is offline H Tower
Emperor

Jul 2001
time: 23:37
  Old Post 06-09-2005 05:59
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bump, where's city #2 going to be?

Poly-Akryll is offline Poly-Akryll
Warlord
Braunschweig, NDS
May 2005
time: 05:37
  Old Post 06-09-2005 18:34
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i guess 8-8-8 of apolyton

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 06-09-2005 20:32
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Got spare money?

Settler two will be ready the turn that IW is complete.

Personally I think that it would be a good idea to settle the iron with settler #2 if the iron is close to us.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 06-09-2005 21:24 Visit Aro's homepage!
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I rather would settle the first close to the lux.


quote:
Originally posted by Krill
Settler two will be ready the turn that IW is complete.

Personally I think that it would be a good idea to settle the iron with settler #2 if the iron is close to us.


Agreed.

 
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