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Carver
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reprocessing plutonium, Yongbyon, NK
Jan 2002 time: 23:18
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I know this may be a difficult question as you must adjust your strategy for topography. But what I'm asking for is the theme, knowing that there will be variations on the theme.
Untill you have aquaducts (or natural size 12 cities with rivers) you can only work 6 tiles. So at that point you may as well only have 2 tiles between cities, one tile worked by each city.
If you leave 4 tiles between cities then you have room for expasion up to a size 24 city (larger than 24 if you include specialists. But in the mean time you will be leaving lots of tiles unworked, limiting your production.
Looking at screen shots and watching what the AI does has me thinking that I build too few cities. I try to do what the manual suggests, which is plan for future expansion when locating cities. In other words, cover as much territory with as few cities as possible, building high quality cities. And fewer cities spaced farther apart should help you expand faster during the early game land grab. But then again, quantity counts for alot, especially in terms of culture. Any thoughts?
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:18
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You have a point about Early Production, but I like to plan for the Future, So I leave 5 tiles unless resources dictate otherwise.
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kailhun
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Leiden, The Netherlands
Nov 2001 time: 05:18
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I used to build for future growth, but in my latest game I've gone for the 3x3 block (2 tiles between cities). Therefore my cities won't grow very large in the modern ages, but I'll use more of my land up till then. So far, things are going very well. I'm stuck on an island and have a small empire (landwise), but the fact that I have a lot of cities jammed together give me a lot of production power.
It also means you have more cities (and production power and units) before you hit that first AI civ. You have less resources because you cover less ground, but your vaster armies will ground the enemy ground into the ground so you can take the resources on their ground (which they have been guarding for you until you came along and ground them into the ground).
Another advantage is interior lines. Your units don't have to move as far from one corner of your empire to the other to attack or defend.
So far the 3x3 block is working very well. But as this is my first outing with this strategy, I'm sure I've made some mistakes already. I haven't razed the Egyptian cities I've taken, so that they are spaced further apart. Basically weakening my empire because I use the land less effectively. I must make amends!
Robert
Last edited by kailhun on 06-03-2002 at 12:53
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Saurus
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Finland
Oct 2001 time: 07:18
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I build three kind of cities actually.
1) First Class Cities
Theese are cities that are given priority.
In situations of overlapping, they are given the tile.
Typically theese cities build all my wonders and try to build
city-improvements as quickly as possible.
2) Second Class Cities
Theese cities may be built everywhere where there is free potential bonus-tiles available for them to use even if it means overlapping. Thanks to the bonus-tiles, the city will somewhat quickly be able to build whatever needed.
Theese cities does suprisingly well despite overlapping thanks to the bonus-tiles witch often can sustain several points of population just alone. Theese cities are basically used
for military-unit/settler production. In time, many of theese
will become first class cities. Some of theese will newer become anything but has at least been pumpng out settlers and units
during the course of the game
3) Junk cities.
Theese are built anywhere a vital resourse need to be
protected.
(E.G I cannot risk losing my only source of coal by letting
the Egyptians build a city on a certain tile near my outer borders since that would cause the coal to fall inside the egyptian borders) thus my settler will build a city close to the coal
REGARDLESS of any overlapping or terrain.
Thus most of theese cities are extreamly overlapped AND
built in the middle of tundra or desset.
Their only purpose is to protect that resouce and that´s it.
I even turn the only population point into a specialist so that
I will never have to worry about that city again.
-Saurus
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Adalbertus
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Cologne, Germany
Feb 2001 time: 06:18
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I have left playing Civ3 (for a while at least) after 3 half-played games. And as terraforming is not as flexible as in SMAC, it is not so easily comparable. But in SMAC, when I switched from a city every 3 tiles on the diagonal to every 2 tiles, it made a reeally huge difference. On the highest level, Transcend, I used to every other early game Secret Project (=Wonder), now I miss usually only one of them. As IIRC the corruption model of Civ3 is distance based, this should give even more advantage -- but the relative ease with which you can combat unhappiness by use of luxury resources might speak against. And securing resources, and the roads to the civilisation's centre, of course is a special thing.
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