 |
|  |
 |
|
notyoueither
|
 |
of naught
Aug 2001 time: 22:25
|
|
This is an extremely important aspect of the game, especially in MP. Thus beginning a discussion at an early date would be good, perhaps.
What do we favour for city placement planning? Are we going to be perfectionist with each city allowed the most workable tiles possible? That is one extreme.
The other extreme would be Borg like. Cities every 2 tiles in a relentless push to assimilate the landscape and thus, the game. Admittedly this is a cheesy tactic, but very effective as Aeson's 60K score game shows.
The middle ground would be something in between. What is between? What general practice do we wish to follow?
btw, a definition for the purpose of the discussion. The term 3 spacing, or 4 spacing would refer to the number of empty tiles between cities. Thus 3 spacing would see city-space-space-space-city as a general rule.
Last edited by notyoueither on 13-02-2003 at 12:09
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:25
|
|
3 tile spacing is good. especially for Carthage. It's not too loose & not too tight. It can be difficult, setting the cities at the "best" spots, but it can be done. This approch has come overlap with all of it's neighboring cities, but has less of a hassel with WorkForce Allocations on the shared Spots.
With (at least from the start) different people likely governing the different cities, too much overlap can present problems with Forcasting and Who gets what tiles, especially if there is a lot of micromanagement.
As for boarders, we will have to see what comes. We should have the first and maybe the second cities that are generated, to be close to the Capitol, for corruption and Defensive Purposes. It does no good to have one of your first needed REX'ing Cities to be so far away from the Capitol, that most of it's Production is wasted. Once you have your Core, you can build your boarders and hopefully backfill from there.
E_T
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:25
|
|
While I do agree that it is good to start discussing the city placement strategy sooner than later, I believe that our starting location is going to have quite some impact. If there is land enough to be grabbed, we can go for a looser spacing, covering as many tiles as possible with as few cities as possible (much like what Arnelos said). However, if we end up being more or less cornered, we may have no choice but to pack our cities more tightly.
In SP, I am a perfectionist... overlapping cities is a crime I seldom commit (justified only when there would be tiles left outside of any city radius). But then, I know that I will most probably beat the AI even if I consciously use a less-then-optimal strategy... This IS-DG is an MP game against presumable some of the best (non-Poly... ) players on this planet, so we will not have the luxury of playing "to a theme".
Generally, I prefer maximizing the future possibilities, but I would not oppose overlapping if it is well justified.
BTW, nye, even your definition is still not 100% clear. While I will - on occasions - happily go for a 2 tile diagonal spacing (overlapping two corner tiles), I will most often aim for a 4-tile vertical/horizontal spacing. Which makes it a 3-tile spacing on average, I guess... 
I agree that at least the first two cities after our capital (founded on the first or second turn) should be placed fairly close to the capital, mostly based upon bonus tiles available. Two or three good tiles in a city radius make a big difference in the early game.
|
|
|  |
 |
|
Hot_Enamel
|
 |
Melbourne, Australia
Aug 2002 time: 14:25
|
|
A lot also depends on our neighbours.
Have the Persians / Celts / Egyptions or some other early warfare civ next to us, and we want to have nice and close cities.
Sending out settlers to establishing territory, and then back filling is rarely done in multiplayer. (With the exception of some PTW DG teams )
With the Carthage, we may be able to do it, but do you think 1 merc can withstand a war- chariot rush from the Egyptions, while we send reinforcements 1 tile/turn ?
I strongly recommend a close build with our first two settlers almost becoming specialist cities. Depending on the territory, one builds a barracks and thats it...All it does is pump out units.
The other is a settler factory.
If we want, we can disband these cities later
But its hard to say what to actually do in this game until we know
1. Our territory
2. Our Neighbours.
We must remember our weakness's
The Carthage is strong, but Mercs are expensive, and even being industrious....It takes time for us to build a defensive road network and infastructure to far flung cities.
We are open to an early archer / Egyption war-chariot rush. If we are to be eliminated, we will be attacked early....before we get mercs.
Our second weakness is an early GA. Again, an agressive civ can throw a warrior against our UU just to waste our GA. We must keep foreign exploring warriors our of our cultural borders. Perhaps even keep an archer or two in defense to kill "invading" warriors.
Regards
|
|
|  |
 |
|
OliverFA
|
|
Leeds, UK
Sep 2002 time: 06:25
|
|
I think that question can't be answered before seeing the land. If we have lots of land I would go for a placement which maximizes the potential space for every city. If we have very few land then we should be closer to the "borg" side...
|
|
|  |
 |
|
CiverDan
|
|
2-3 tile spacing. Do not leave cities more that this far from any others, unless they is a resource that must be had. Although being carthage will mean we are less vulnerable to a rush unless it is very early, we should still not give anyone an opportunity to pounce on a city that cant be defended easily.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
|
|
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
|
|
|
|
|
|