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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Okay, apart from the question whether we should go for the pyramid on #2 or not (and thus move our gift that way), there are a few questions left before I could update the proposal screenie. Please indicate your choices, so I know the proposal reflects the group, and not just me 
#1 and #13: Theseus suggested to move #1 towards the river, whereas Nathan suggested to move #13 SE. Both wanted to create a settler pump (or at least have a city that could be turned into a pump). We can't have both, as it will shrink the room for #1 too much. I favor leaving #1 where it is now, and move #13 SE. It would mean that #13 is farther from #11 (which will be moved a bit too), but at least we don't lose a shielded grassland. We also lose the opportunity to make another desert coastal city, at least not if we don't find more desert. What do you think?
A further change would be that #11 moves 1 tile SW, moving it out of 1-move range from #12 and #13, but also away from the mountains and closer to the hills. Other then that, it seems the initial proposal was alright, so if anyone has something more to comment to: please do now!
DeepO
[edit: I'm not awake yet ]
Last edited by DeepO on 28-12-2002 at 19:40
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:24
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If we don't go for the Pyramids in #2, moving it to the southeast would be a good idea. If we do, leaving it where it is gives it access to an extra fur (at EotS's expense, unfortunately), which would shave about three turns off the building time. That might not matter at all, but it could be critical in a close race (and could also boost an attempt at back-to-back wonders).
I strongly oppose moving #1 onto flood plains. The flood plains are more valuable helping cities grow and, eventually, work the low-food tiles we have far too many of in that area.
I'm a bit concerned about what corruption would be like under Despotism in #11. Actually, the whole corruption issue is another thing we'd do well to game out.
No guarantees, but to me, the tile 8-7 from #12 is just screaming "I'm coast." I may even see hints of water on the edge in the larger version of the picture (from the "North" screenshot).
Nathan
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notyoueither
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of naught
Aug 2001 time: 22:24
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Very good plan.
#1, I would leave in the desert. We need each and every one of those flood plains to maximise our use of the desert, hills, and mountains.
#2, I will do some gaming tonight and let you know what I find.
#11, 1 tile SW is OK for now. It may be a frontier town and Theseus is right about the mountains. OTOH, it will be forever before we can get irrigation up there, so it will only be able to use 2 of the hills for a long while.
#13, onto the desert she goes. We need to maximise food in the area. Shields will not be a problem, but that grass is needed to feed miners.
A note about #3. It occurs to me that we could use 3 as a settler/worker/unit pump. In the end it could be disbanded to give the southern cities more growing room with no loss of tiles. If this were the plan, then we would only build a barracks there when we switch to units.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Disbanding #3: I'm not sure. It might seem kind of pressed in between the other cities, but it can work 12 tiles, if the other cities focus on sea tiles later on. If we would disband it later on, we get 3 cities which can use more land tiles, but waste sea tiles... I think that if we want to use all available tiles, we should put 4 cities on the grass in the South, not 3.
I don't particularly like taking the hill for #7 either, but to avoid that, it should move 7, city #6 move 3, and on the coast between the two an extra city (or an empty space which can be filled once #3 gets disbanded). In total there would be a bit more production, but it's kind of a long shot for just one shield... disbanding a city which gets rebuild one tile away... I think just using the hill would be more efficient.
I guess everyone agrees on using #3 as a settler pump, though, settlers every 4 turns sure look promising.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Yes, #3 has only 8 tiles to work now, but that has more to do with not knowing how to put the boundaries. There won't be any problem giving it 12 tiles, as #4 also uses too many tiles, and #7 could swap one tile with #6 as well (giving #3 another one from #6). I'm sorry that the borders aren't clearer, but it isn't simple to cope with the changing situation: I tried to put them like this to proof that all cities can have decent production (ideally at least 6 land tiles), and that eventually all can get 12 tiles (apart from #1, which won't need it).
In reviewing, I saw I forgot 2 tiles as well (onbe of them the 13 tiles from EotS), but that is not that important. We will need to puzzle a bit to fit all the pieces together, this layout certainly is not the final and only solution. But I think the cities are placed so that we can puzzle, and don't lose important tiles in doing so. E.g. note that we lose very few sea tiles, which in itself is not simple to do 
DeepO
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:24
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First of all, great job in working out this plan.
I am usually in favor of tight city placement like this, but this time I would like to play devil's advocate because we are lacking two fundamental reasons for this strategy: bad terrain and close neighbors. It doesn't look like we have either of these.
Also, given the time we have to micromanage in this game, I think it's a plus if we have more flexibility in the tiles that can be worked by each city. Otherwise you almost always end up in situations where you wish you could switch worked tiles to save wasted shields or food.
Don't get me wrong, I don't think we should have 4-tile spacing either, but I tend to agree with Shiber that #3 is not necessary. It increases corruption of all cities that are farther away from EoS than 3 tiles. If #3 could grow to size 12, then it would be worth it. But right now a max-size-6 city is increasing corruption in most core max-size-12 cities.
In a smaller point, even though it is more dangerous because of the mountain, I like #11 in its original position so that we can have #10 in the hill. That way #10 can work a grassland tile instead of having only desert and hills.
Anyway, I'm e-mailing a screenshot with an alternative city placement.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:24
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Nice plan, alexman... it was more or less the alternative I was looking into. It seems there are 3 changes: the deletion of #3, and shuffling of the cities surrounding it to compensate, the movement of #13 to the coast, and the #10 & #11 move.
#3: I wouldn't do it. We started from the assumption that no city would grow beyond size 12, and needed to work as much tiles as possible. My plan didn't lose tiles, and #3 was not supposed to be a size 6 (or even size 8, like in the last screenshot I sent) city. It is merely like that for as long as it can work as a settler pump, after which the neighbours need to work the sea more, and give some of their tiles to #3. Instead of looking to it as a growth constrained city that led to more corruption, I was thinking of it as one of the most productive cities we have, fortunately enough with very few corruption. Moving #1 NE whould be better when it came to battling corruption (in fact, I think I'll make that change in a next iteration).
I don't like that the southern cities lose too many sea tiles in your plan...
#13 to the coast: I thought about it, but because of the mountains, we would lose too many tiles, and access to a fp. I agree that it is a choice: in your setup we have more sea tiles, although I was hoping to recuperate by settling #15 one tile North of your #13. This should make two cities possible where you placed 1, and no matter the corruption level it should be beneficial. Correct me if I'm wrong, but isn't #13 about half way corrupted under despotism? which would mean that an extra city does not have a great impact on future cities, as we should be thinking on keeping that the border of our capital influence, where next cities should (if possible) be in our FP influence. Not much to say about it, I'm afraid, until we know more terrain.
#10 & #11: another thing I thought about. But #11 already has a grassland (with currently a forest on top) to use, and moving it would mean that we lose a bunch of sea tiles to use. However, we could cramm in another city (purely for commerce) after all the rest is settled and we are in a corruption friendlier gov between #10 and #11, which I like. I guess it is contrary to what you had in mind (lesser, but better cities), but it surely is an option.
DeepO
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