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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:23
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Yeah.. I too was thinking on the 2 space paradigm, the problem of which is you can't really make all your cities 2 apart. But it has a lot of advantages military, and diplomatically: with 2 spaces in between, troops can move from city to city in one turn, thus unseen from the outside. And you can shuffle defenders: move 1 defender to a border city, move another one to the now undefended city, move a third one to the next, etc.
I would strongly look out for rivers, as these can mess the shuffling up in the early game, and make our 3 space cities close to rivers (with the added advantage they don't need aquaducts). This if there are going to be rivers closeby, of course.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:23
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Well, we should always take terrain and situation into account, so if we see a human civ we can block, and go for an AI on other side, I would use 3 spacing on the AI side (secrecy is the least of my concerns there), and try 2 space for the human. Also, if we have enough food and little open territory, using intermediate cities can be done as well: make cities that are only meant to gro to size 2 before they build workers, spears, or settlers. This can be very powerful, but in SP games it is an underused tactic as you normally can just build it 3 space apart, and take another AI city if you need more room.
But I too like at least half of our cities to be able to grow to size 12.
DeepO
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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I think Sir Ralph's layout is great, subject to adjustments for terrain. I may start borrowing it for SP games.
There are a few other tricks, though, that we ought to keep in mind. If a city has saltwater tiles in its radius, it generally belongs on the coast so it can build a harbor. Also, near the coast, I'll often plan cities in terms of growing to size six working only land tiles and then shifting to using a lot of water tiles as I install aqueducts and my cities expand to size twelve (and perhaps eventually a little beyond). And as others have noted, issues like adequate food, building on rivers to avoid the need for aqueducts, and quick access to bonus tiles tend to interfere with theoretically optimal build patterns.
But I definitely agree with a general theme of keeping cities (especially near human opponents) close for defensive purposes and of not going out of our way to plan in terms of cities' growing past size twelve.
Nathan
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:23
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Theseus: in SRs scheme, all cities have 12 tiles to work, whiile staying at a 1 move distance (2 spacing). Of course, it's an ideal, we won't be able to follow it everywhere. But by using the difference between diagonals and vertical distance (diagonal for unit movement, vertical for tiles), we could have the best of 2 worlds.
Coasts: normally, with the same scheme, we should get some 6-8 landtiles to work, and some 10 sea tiles (if the coast would be a straight line, instead of jagged). Which means of course there isn't that much choice for those cities, if those 6 landtiles aren't very good, the production of that city is hampered. But there is something else that can be used here: the scheme SR proposed is valid when all cities are at maximum size, which won't happen until later in the game. So at first, we should be able to switch tiles a bit, and later on make coastal cities primarily for commerce, inland cities for production. This is a strat I also use on SP games without that fixed pattern, if I can be bothered with all the MM of citizens, and believe me, it works. (it's natural, no coastal city will have good production anyway)
DeepO
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