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Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:26
  Old Post 05-03-2003 08:33
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City placement: Whether 'tis nobler to Borg... Increase Your PM Length

(Do people groan when I put up a CP thread? )

Well, this should be fun...

Preliminary thoughts for the first ring, as measured from Apolyton, and not in order of build:
877
89
63 (to get the shielded grassland faster)
223
111
44

Sorry I didn't do this graphically... time-constrained.

Apolyton stays a Worker/Settler pump, allowing all the other towns to get good use of the grassland.

It's harsh, and the big-enders (OCPers) will hate it... but I don;t see much choice.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:26
  Old Post 05-03-2003 08:46 Visit Trip's homepage!
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I'll leave this up to the rest of you. Just gimme Barracks and units.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
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  Old Post 05-03-2003 08:57
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Right behind ya, boss. Settlers, workers, barracks, units... the Apolyton Tide.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
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  Old Post 05-03-2003 09:15 Visit Trip's homepage!
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If you say so.

I'll leave the number-crunching to the experts. I don't think it's as fun as finding ways to blow stuff up.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
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  Old Post 05-03-2003 09:26
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Ooh rah!

(I was a Marine back in the day...)

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:26
  Old Post 05-03-2003 12:40
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By taking our starting position in mind, I think a Borg Style of city placement is needed (depending of contact with other civs). We can pick and choose our OCP but early on, fill in with Borg Cities that we will later disband.

FrustratedPoet is offline FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002
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  Old Post 05-03-2003 12:50 Visit FrustratedPoet's homepage!
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I think this is a good idea, tight city spacing seems like the best way to maximise a less-than-great start position here.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 05-03-2003 13:01
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My initial thoughts as to our city placement: (I know it's not as pretty as Theseus' layout...)



1. I think it's worth the extra turn getting to this location. We get a river site with coastal access.

2. Combined with 5 this would cut down the time necessary to get Irrigation from the river up to the plains by quite a few turns, only requiring us to chop one Jungle, and minimizing the number of Grassland we would be Irrigating to 2. If by some chance we find a freshwater source to the W, both these cities could be repositioned, but site 2 probably should stay where it is.

3. As good a time to hook up the Incense as any, and by this time all the bonus Grassland available will be claimed, so the lack of any within it's radius isn't a big deal. We get the effect of the Incense commerce bonus even by building on it.

4. Depending on how many Workers we have at this point, the order of 4, 5, and 6 could vary. I like this site a little better than 877 as it will have more Plains tiles to work on and gives us a bit more flexibility in placing any other Desert cities.

5. The other half of the Irrigation canal. Clears a Jungle tile for us, but shouldn't be founded until we have cleared the tile 8 from this site. As with 1 and 6, we risk building on a Shielded Grassland, but the Worker turns saved and 'disposable' nature of our cities in this area because of the tight build should more than offset that risk.

6. Depending on what we uncover to the S, this site may be best to move. Also it needs a Jungle tile cleared before founding.

--------------------

The exact nature of most of these cities is dependant on the number of shielded Grassland we uncover in the Jungle.

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 05-03-2003 13:08 Visit FrustratedPoet's homepage!
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Any perfectionist no-overlapping players opening this thread are going to have a heart attack. The shielded grassland 2,1 of Apolyton in Aeson's pic is in the 12-tile radius of 4 different cities!

:b;

alva is offline alva
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Republic of Flanders
Sep 2001
time: 06:26
  Old Post 05-03-2003 13:40
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one thing though, why not move site #4 one tile 9 (to the dessert tile)?

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 05-03-2003 13:57
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Sorry if reducing the size of the image and the size of the dots made it a bit hard to determine the base terrain. #4 is on a desert.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 05-03-2003 14:21
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I think that's the right idea. More information will of course effect exact placements. That map does serve to begin getting people used to what will be required though.

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 05-03-2003 14:27 Visit FrustratedPoet's homepage!
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Lose 30 kilos (of popups)

We'll have to decide when we want to settle a city on/near the chokepoint to the north ... but we'll want at least 2 cities near Apoylton before we do that since the chokepoint city will be so riddled with corruption.

/disclaimer: I'm assuming that the narrow land where the goody hut is located IS a chokepoint ... it could just as easily be coast just beyond the fog of war.

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 05-03-2003 14:44
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I think that building outside in is almost never worthwhile. The distance to the possible chokepoint means we waste ~10 turns of city production to get there, and the distance corruption means we waste nearly all but 1 commerce and 1 production until in a Republic. That's a lot of potential commerce and production passed up. Not to mention a full pop point.

A few Warriors at such a chokepoint would do just as much good, if not more.

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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quote:
A few Warriors at such a chokepoint would do just as much good, if not more.


Good point, doing it that way is much faster far more resource-efficient. What was I thinking?

Dominae is offline Dominae
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Jan 2002
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  Old Post 05-03-2003 22:31
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I just got around to thinking about city placement, then saw that Aeson beat me to a similar conclusion. Aeson, your city placement plan looks quite good. But, I was thinking of settling the site you marked '2' first, instead of second. This way city #2 will be able to benefit from the Game tile when Apolyton does not need it, promoting growth (which we desperately need).


Dominae

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 06-03-2003 00:32
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Good point Dominae. It also gives us more control of the area (cultural borders from coast to coast) so we wouldn't miss anyone going up the W coast. Our Warrior will be better able to defend the two of them initially as well, without worrying about having to cross the river.

The only drawback I see is that we don't get to scout the W shore first, but site 1 suffers from the same problem (E Shore).

CiverDan is offline CiverDan
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Sep 2002
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  Old Post 06-03-2003 02:33 Visit CiverDan's homepage!
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I generally do not like borg-style placing. But I do concede that it may be a necessity given our start. But we should make sure we are not along on the landmass first... That means more exploring to the south.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
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  Old Post 06-03-2003 02:42 Visit panag's homepage!
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hi ,

we should think about rebuilding later on the first city , ....

have a nice day

Beta is offline Beta

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Prowling in a PBEM near you!
Nov 2002
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  Old Post 06-03-2003 04:02 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Aeson - good plan. Exploration may reveal something that impacts one part of it or the other - but given what we are working with now - and this may be as good as it gets - then this plan works well.

(Thank the gOdz that we are industrious. )

DeepO is offline DeepO

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Jan 2002
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  Old Post 06-03-2003 04:36
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Looking good And I agree with swapping cities #1 and #2.

Theseus, yours seem to look good as well, but having it in graphic form would make it easier to judge.

2 questions: can all cities use 6 tiles at least? And which cities would be the best to disband first, if there are no terrain issues (e.g. building on SG)? These questions might make the difference between alternative Borg plans

DeepO

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:26
  Old Post 06-03-2003 05:09
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For those of us who are somewhat unfamiliar with the Borg principles, could you post a URL or two, or explain why we should use this tactic?

It seems to me that it would make any future cities we build extremely corrupt, and limit our future growth potential. We will have to go about disbanding half of these cities or more in the future. This tactic seems like "turtleing" to me ... so please explain why all of our experts support it.

Thanks.

--Togas

Dominae is offline Dominae
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Jan 2002
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  Old Post 06-03-2003 05:16
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Whoa, big question Togas, and one that I discussed at length with Arnelos previously. Depending on time, I'll either come up with a few succint points, or will provide some links to the Strat forum (where this type of stuff is discussed to heck and back). But until then I hope you can trust that close city-spacing does give good results, and is not just something "experts" like to do because its reminiscient of Civ3 or something like that.

DeepO, I'm quite certain all the cities in Aeson's diagram will get at least 6 workable tiles.


Dominae

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
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  Old Post 06-03-2003 06:01
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Didn't we have a big discussion in this forum too? Dominae, BFM? Togas, if nobody finds the one in this forum, try the Strat forum, here:

http://apolyton.net/forums/showthre...&threadid=77451

There has recently been a flood of new CP discussions in the Strat forum (or there was... I haven't been there much lately :gasp: given RL and the demogames).

Re Aeson's plan, I'm fine with the logic of it... but I'd probably play with the order. The highest priority is to get the best tiles worked ASAP.

Here's my suggestion, using Aeson's map and original numbering:

1 - Aeson2
2 - Aeson3
3 - Aeson4
4 - Aeson1
5 - Aeson6, important to clear jungle 122 from Apolyton
6 - 44 from Apolyton
7 - Aeson5

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:26
  Old Post 06-03-2003 06:11
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I really want to know what's off the coasts before we finalise any city grid.

Dominae is offline Dominae
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Jan 2002
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  Old Post 06-03-2003 07:22
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We've got time before our first Settler comes online. But I think that the city-site that will have access to the Game has to be first.


Dominae

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 06-03-2003 08:39
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For easier visualization, here is Theseus' initial layout.



As for the ordering, I was numbering them just off the top of my head, and looking at it again I think I was assuming more Workers than will be available unless we really focus on them. Probably not a good idea to go overboard in this area until we have a much better military presence in place.

Jumping 2, 3, and 4 above 1 would give us more initial population growth at the cost of a little 'up front' commerce and shields. It might be best to fit 1 in between 3 and 4, as that shielded Grassland down by the river shouldn't be passed on for too long. It's the second best tile we've got in our sights. Timing the foundation of 1 with settler induced population decreases in Apolyton should mean we can get 2 shielded Grassland being worked during the times the city 1 is size 2, and then pop out a Worker there before Apolyton needs the tile back for it's own use.

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 06-03-2003 08:48
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EDIT: Major edit as no one has responded yet.

quote:
2 questions: can all cities use 6 tiles at least?


Yes they can, but I wouldn't recommend it as some of those 6 tiles will be less than useful for a while. Better to dump most of our pop into Workers and Settlers to improve and claim the terrain, as keeping that pop in our cities will just result in using Desert and Jungles.

Once everything is improved we dump the extra Workers back into the cities and at least from a population standpoint, we haven't lost anything. The commerce and production we pass up in the meantime is offset by making the terrain give more food, commerce and production through improvements.

With a setup like this, we'll probably end up driving the consuls mad with 'move this laborer here, that one there' type moves being made almost every turn. It definitely won't result in a 'static 6' type of arrangement. The only game I've ever seriously maxed out every tile every turn was a lot of fun in this regard, swapping laborers between 100's of cities every turn... but that was a Huge map, so this should be less fun at least.

quote:
And which cities would be the best to disband first, if there are no terrain issues (e.g. building on SG)?


Of the cities shown, 6 is the only one that screams 'temp' given it's relation to 1 and 5. We wouldn't need to disband it for a long while though, if ever. (by Hospitals if we and the game are still going by then)

Last edited by Aeson on 06-03-2003 at 08:59

Dominae is offline Dominae
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Jan 2002
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  Old Post 06-03-2003 08:59
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quote:
Originally posted by Aeson
Yes they can, but I wouldn't recommend it as some of those 6 tiles will be less than useful for a while. Better to dump most of our pop into Workers and Settlers to improve and claim the terrain, as keeping that pop in our cities will just result in using Desert and Jungles.


I believe DeepO was thinking more in the long-term, and assuming we're not planning to disband any cities.

I like Aeson's original layout better than Theseus'. This has nothing to do with my opposition to ralphing (honestly!), but with best use of available land. The city two tiles from Apolyton in Theseus' plan will compete too much for tiles with the capital too early. Even if it is a temporary city, it will not be very productive unless we seriously reduce Apolyton's early potential.

On Aeson's map, I believe site 2 or 6 should be first. I'm leaning toward 6, since it's probably closer to our potential neighbors. So, the ordering I'm thinking of is something like 6, 2, 1. I'm also not sure about site 5; it seems to make things a bit crowded, and as far as we know will be just a jungle city.


Dominae

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 06-03-2003 09:11
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'Just a jungle city' does become 'just a Grassland city' eventually though.

The main purpose for 5 is saving Worker turns, which I think comes out to 14 to move-> chop-> road-> irrigate that tile in bringing Irrigation up to the Plains. That project will make a huge difference to our overall number of valuable terrain tiles in the shortest order. 14 Worker turns is a lot of potential improvements that would better serve us.

That project will also open up a Grassland tile for 5 to use in either building Workers and Warriors (shielded) or just Workers up until the point where Jungle become Grassland to use. In our situation a Worker is often going to be worth more than keeping the pop in the city, regardless if that pop is #6 in nicely spaced cities or #2 (varying by how many tiles we've cleared) in tightly packed ones.

 
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