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black cat
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Rochester Minnesota
Nov 1999 time: 05:12
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What is the rule of thumb for distance between cities? Is it ok for them to overlap?
Thanks in advance...
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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I always feel I have begun to slip toward ICS if I overlap at all, every once in a very blue moon I will overlap one tile.
I have a friend, who is what I would describe as ultra-perfectionist, maybe ultra-super-perfectionist. He will not tolerate overlap of any kind. I once saw him disband Washington form a pop of 21 because it overlapped a tile with one of his cities. It cost him the Hoover and dam and Bachs's but he considered it a job well done. So I would recomend some kind of happy medium. Don't waste huge swathes of land because there is no site in the middle of it all that will not overlap with anything, but neither should you ICS.
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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Bonkers! that sounds like the only explanation. Has it remained when reloaded, or was only on that session?
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ZhugeLiang
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Sonoma, CA, USA
Nov 1999 time: 05:12
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The only problem with overlapping is when you start to approach late game and your city can't grow to it's full potential because instead of having a full 20 or whatever square is has to share it squares with the others, this doesn't really have that much effect so long as the cities share only 2-4 squares. But if you are stuck on a really small island, it is better to do some overlapping, it will allow you to make better use of the ocean squares and the land square also, while your cities are small anyways.
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toofergo
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Middleton, MA USA
Nov 1999 time: 05:12
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There are no hard and fast rules. While I avoid ICS in order to avoid boredom, I will often overlap cities by a square or three,
especially if the overlap occurs on poor terrain.
One time I had a happy hut city and a nearby conquered city. To this, I added a city on a patch of tundra between two seas, because I dream of a white isthmus. In between there was a leftover space consisting of a central plain, 3 shielded grasslands, a hill, and an unshielded grassland in sort of a "Y" pattern.
I couldn't resist, and so "Wedgewood" was born, despite something like 14 or 15 squares of overlap. It never got beyond size 7, never gave me a lick of trouble, and even coughed up some late game uranium as a reward.
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Eddy
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When playing against the AI [singleplayer] I never used to overlap cities, except huts.
But since playing MP [and being thrashed] for my perfectionism, a new strategy is needed. In the beginning, the more cities the greater your chance of survival!
Even if you have tons of room to expand, more cities is the way to go!
The reason for more cities, production! more units, more settlers, more money, more science!
Good enough reasons for me!
Eddy
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Dino the Dinosore
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Watertown, Mass USA
Jan 1970 time: 05:12
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In my current game (going back to "normal" after doing OCC for awhile) I'm trying a city placement strategy which I used successfully a lot in the old days of CIV 1. It's not quite the Infinite City Sleaze of only one square between cities, but instead it's 2 squares between them. (Finite City Sleaze? ;-) The reasoning is that when connected by roads, any military unit can go from one city to the next in one turn, keeping the advantage of having that unit in a city (martial law or no unhapiness, depending on government). This gives a lot of flexibility in "homing" units to other cities (especially useful under Monarchy), and getting more "bang for the buck" out of your units. For example, my high shield city that has a barracks turns out a new phalanx (pike, musket, or rifle) which I move to the next city over. That city then wakes up it's phalanx and sends it to the next one, etc. all the way to the end of the line where settlers are expanding my empire. In effect that new unit is now already available at the edge of my civ. And since every unit is in a new city, I can re-home as needed to best micro-manage production. A 2-move unit can cover any of 5 cities in one turn. Once you get to railroads or the later gov'ts (Fundy, Comm) this all becomes obsolete, but that's a fairly long time.
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