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master on high
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San Francisco
Apr 1999 time: 05:13
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(Note, I posted something about this in Civ2 – general some time ago where it was largely ignored)
Yes. Despite what the game engine wants us to think, it IS entirely possible for two cities to coexist in touching hexes. Why? A simple blunder in the Advanced Start option that may be exloited for scenario use.
A while back, I was playing around with the small earth map and the advanced start 2000 BCE option. It was interesting when civs kept getting cities in the same spots over and over again. So then I wondered what would happen if I selected several civs that all started very close to each other. I don't recall the exact civs, but what happened startled me. Two cities were built right next to each other (See the screen).
I didn't notice what had happened until I stopped to check my progress with the other civs, and even then I wasn’t sure what had caused it. I restarted the game immediately, and tried it again, cheating right away to reveal the map and sure enough there were THREE cities right next to each other.
If a map can be edited in a specific way to allow civs to only grow in a single direction then I believe it may be possible to “force” two cities to be built directly next to each other (If their starting positions are close enough together). By surrounding an area with deserts it would be rather easy to place say, Stalingrad East and West of the Volga, Buda and Pest, East and West Berlin, etc. The possibilities are almost endless. The only problem I can foresee is ownership of the city. Say, you want both cities to be possessed by one civ. By buying it or taking it over partisans could not appear, possibly destroying a significant portion of the atmosphere of the scenario. The only solution I can think of is to hex edit the city in question and give it to the civ you want to have it.
This screen contains no graphic trickery. I do have the save file should anyone wish me to post it.
Attachment: kyss.gif
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master on high
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San Francisco
Apr 1999 time: 05:13
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For starters I set up a simple map. Then placed 4 civs in each city radii sized portion of grassland. I was indeed able to get two cities next to each other.
What was interesting was that each secondary city is exactly 4 squares away from the capitol city. Something which may enhance the odds of getting it to work on an actual map.
Attachment: uvss.gif
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master on high
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San Francisco
Apr 1999 time: 05:13
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I edited the map of Europe so that Rome starts way off near the black sea and france begins in the alps. I then surrounded every square 4 squares away from the starting positions with desert except for the two places that I wanted the cities of Buda and Pest to go. After a mistake in the first attempt, the second attempt proved successful, and after only minor adjustements to the names, Buda and Pest are two seperate cities. However, I made them horozontally connect. I do not know if the AI will build cities diagonally. So...there must be a test #3.
Attachment: budapestss.gif
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master on high
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San Francisco
Apr 1999 time: 05:13
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Alright. Same thing as before, but I placed Paris 4 squares south of where I wanted the city Buda to go, and Rome 4 squares to the southeast of where I wanted Pest to go. Desert was placed in a radii around both cities and VOILA. Diagonally connecting cities.
Attachment: budapestss1.gif
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master on high
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San Francisco
Apr 1999 time: 05:13
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I didn't expect to have this figured out tonight...but it only took like twenty minutes.
And there really aren't and conclusions....Except for a new thing I found. Cities can exist ON TOP OF each other. Look at this screen.
<img src=http://www.angelfire.com/ca7/sifl1690466/Mutilated.gif>
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master on high
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San Francisco
Apr 1999 time: 05:13
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And for good measure...here's the city screen for that square. Both when you look under the Roman AND Babylonian maps.
It's obvious the second city is what's showing up, but the units have disapeared except in the support box. wierd. when you change production you can basically have the Babylonians build Roman units. BTW....there are no Roman units from Veii anywhere.
I was able to simply take a unit and walk into Veii.
WHen you look at Babylon from the City Status screen, it appears normally. Veii is not so lucky. Her units are completely gone. *tests some more*
Also. You cannot move into that square since it is occupied by another civ's units. I have no clue what this could possilby be used for now...perhaps airlifting would be good...I wonder what trade routes would be like...although it's safe to say only the first city built (in this case Veii) would get any trade. It's the graphic that shows up and it's the city screen that shows up.
<img src=http://www.angelfire.com/ca7/sifl1690466/MutilatedVeii.gif>
Last edited by master on high on 04-11-2001 at 12:59
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Lucius
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. Can you use this feature to strand a unit? Can you use this feature to build railroads on the ocean? By first building the RR, then truning to ocean. What about roads? And if so are the roads/RR traversable? What about a bunch of air bases on the ocean, would they be traversable?
Okay, first of all unless I am much mistaken land units cannot use roads and railroads over ocean. I think the roads do add to trade for that square if it's in a city radius however.
Stranding a unit - I have heard that ground units that do this go to sleep.
Air bases on the ocean - I don't know if you can build an airbase and then change to ocean and keep the airbase, but I do know that if you use the cheat menu edit terrain feature you can put an airbase on ocean and it is fully functional.
If you use the cheat menu to creat 2 settlers of different civs in the same square, (which I already know is possible) can they both found cities? If you put a settler in a foreign city (again possible with the cheat menu create unit feature) can it found a city there?? (I seem to recal, though, that when I tried that it said "join city" and was absorbed into local population rather than founding a new city....so perhaps only by tricking the AI is it possible to get two cities in one place)
I DO know it is possible to have units supported by cities of civilizations they do not belong to, i.e. if I create a Roman Legion in Babylon and click on "support from this city" the Babylonians are supporting that Legion wether they like it or not. Personally I wouldn't like it if I were them and am not sure how to exploit it in a scenario, but I'm sure someone will think of something. Perhaps for a scenario involving an alliance between a civ with large armies and another civ with many people and cities and industrial production...
Lucius Alexander
Palindromedary Enterprises
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The_Newbie
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You can also get this "invisible city" effect using events, by changing the terrain underneath the empty city to ocean with a changeterrain event. It can be very useful when this happens to you, as you can still open the city from the F1 menu and build land units in the ocean from a city that cannot be captured.
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