 |
|
Artifex
|
|
Kentucky USA
Apr 2002 time: 05:18
|
|
Starting out what is a good rule of thumb for city placement? What radius is good place cities 4 squares apart? or 6 squares apart? or closer? any thoughts?
|
|
|  |
 |
|
Artifex
|
|
Kentucky USA
Apr 2002 time: 05:18
|
|
Is the maximum # of tiles between cities 6? 3 square radius each right?
|
|
|  |
 |
|
Tormund
|
|
Depending on your definition of 'optimum' leads to two different answers.
If by 'optimum' you mean city placement without tile sharing, then...
Each city should have four squares separating it from its nearest neighbour in both the horizontal and vertical direction. This will ensure that no tile is shared and the number of wasted tiles will be 4 per city.
If by 'optimum' you mean city placement without tile waste, then...
Each city should have four squares separating it from its nearest neighbour in one direction (horizontally or vertically) and should have only three squares separating it in the other direction. This will ensure that no tile is wasted and the number of shared tiles will be 2 per city.
The latter 'optimum' is the one I recommend you use. Since 2 shared tiles per city will have very little impact on a city's fortunes.
|
|
|  |
 |
|
MyOlde
|
|
Haliburton, Ontario, Canada
Jun 1999 time: 05:18
|
|
[QUOTE] Originally posted by kailhun
It also cuts down on the aqueduct building as you can build more cities along the rivers you have.
Can you explain this a bit, please. What does building on or beside a river do re an aqueduct? (I've seen references to this before and never understood it.)
|
|
|  |
 |
|
Capt Dizle
|
|
Given the resource system and the fact that you need to occupied a lot of land early to get your share of resources later.....
The best way to arrange you cities is four tiles appart on the vertical and horizontal as mentioned above but.....
this leaves holes of 4 tiles (2x2) at the intersections (on the vertical axis).
These holes should be used as sites for feeder cities. Produce settlers, workers and military units. They should contain no improvements except barracks and granaries as you see fit. They can be removed later in the game if you like.
When you connect them to your road net you will be in good shape to defend.
Try it, you'll like it.
|
|
|  |
 |
|
Zachriel
|
 |
U.S.A.
Dec 2001 time: 00:18
|
|
Generally, I play a natural system, so artificial feeder cities, or packing people like bees in a hive, would not fit with my playing style.
In my games, the higher the level, the closer the spacing. On Monarch, I spread out a bit. On Deity, I pack them closer, but still try to maintain some semblance of "reality."
If you want a high score, pack 'em. But, if you want to play a more natural game without excessive corruption, play the terrain.
Last edited by Zachriel on 05-04-2002 at 23:42
|
|
|  |
 |
|
Grey Knight
|
|
Fort Worth, TX
Mar 2002 time: 23:18
|
|
This thread has focused on "core" IMO, and the maximum folks use in general is 4 squares of spacing. However in the fringes of my empire, when the goal is simply to claim land inside ones cultural boundries I will use 6 tile spacing. I rushbuild some culture (typically temple+library), and in 20 turns it has a radius 3 cultural boundry. At this point if the city is very currupt nuke the library.
Cheers,
Shawn
|
|
|  |
 |
|
Purple
|
 |
Austin, TX, US
Apr 1999 time: 23:18
|
|
I subscribe to Zachriel's and Viseus's philosophy. We don't play on a chessboard, after all (although abstract maps can be created for purposes of equalizing starting conditions).
I do use these spacing schemes as guidelines, but have to consider geography. Besides coastlines (mentioned above, mountains restrict your options.
Generally, the worse the terrain, the closer I position cities. A city in a low-productive area will never grow large enough to exploit all the tiles within its 21-tile area, so even severe overlapping does not restrict city growth. In a desert or hilly/mountainous region I may place cities only two tiles apart.
Larger populations can be supported in grassland, plains, and floodplain areas (as well as jungles, after they are developed) , so I try to "tile the plane" as optimally as possible in those areas.
Rivers are doubly desirable settlement sites, since they produce more food and obviate the need for aqueducts (lakes are good for this, too), so I'll try to found a city on a riverside location if possible.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|