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UnOrthOdOx
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Hello....
Jun 2002 time: 22:27
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OK, it's time to get this going.
With the game underway, it's time to discuss city placement and spacing. I will keep an updated map here, once we know our surroundings a bit better as well.
Generally, in most my games, I prefer 3-tile spacing for my core at the start of the game. However, this being Diety, we may need to go a bit closer to begin with by building temporary 'suburbs'.
I know there are many who dislike overlap, and I was one of them some time ago, I intend for the DM to place cities according to the will of the people, so we need to discuss both the advantages of placement as well as ways to convince the public at large. Once more map is revealed, a discussion on specific locales will take place in this thread as well.
References:
http://www.apolyton.net/forums/show...&threadid=78486 Good visuals to help see the different spacing
http://www.apolyton.net/forums/show...&threadid=77451 Very good and detailed debate on the topic, some visuals, mostly screenshots
Last edited by UnOrthOdOx on 30-04-2003 at 03:00
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UnOrthOdOx
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Hello....
Jun 2002 time: 22:27
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Here is my original thoughts on city locations around the core.
A3 has the advantage of being able to share units with the capitol in both directions, where A1 and 2 could only recieve units from the capitol in one turn due to the river. Depending on what lies behind the darkness, I would suggest A2 as the best site, and my first choice for the first city out.
B 1 has the advantage of eventually gaining both bonus grasslands, one to it's north, and one to the south. B2 gains the grass south immediately and may not give anything in terms of long term developement depending on what the darkness holds. One of these I would like for the second/third city out if possible.
C is supposed to be on the shore, kinda unclear on that map, sorry, I need some graphical help. This is lower on my priority list as a city.
D1 has the advantage of sharing a bonus grass with the capitol and the ability to share units. D2 may be a better long term choice, and could possibly gain the bonus grass north, but misses out on the fish. I would take D1 as the second/third city out, personally.
E 1 shares a bonus grass with the capitol, and could share units with both the capitol and D1 with proper roads. E 2 will have a port, though. I like E1 as the third/fourth city out, personally.
Thoughts? Contentions? Suggestions? Heart attacks at being too close/far?
Attachment: city sites 1.jpg
This has been downloaded 194 time(s).
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badams52
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near the magic kingdom
May 2002 time: 21:27
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quote: Originally posted by UnOrthOdOx
C is supposed to be on the shore, kinda unclear on that map, sorry, I need some graphical help. This is lower on my priority list as a city. |
Try ctrl-g next time (I realize it's not your map)
GF: If that happens, just means we'll be more prepared and faster into war. But I have found that instead of building 1 complete ring, building out to the second ring in 1 direction inwardly out creates the disired effect of holding off the AIs REXing while not wasting our turns moving settlers over unroaded terrain.
I like unorthodox's scheme except I'm unsure exactly about his B idea. I might build B before A because B is in the direction of our only known enemy.
But your current scheme for B is also out of range for the one turn reinforcements. From the capital it doesn't matter, but even once C is built it will take 2 turns from C to reinforce, so I would consider pulling it closer to the capitol, but oh those lovely cows! If we build A2, then B1 would be 1 turn reinforcable from A. If we knew what the unexplored land contained over there (maybe more COWS! ), we'd have a better idea where to build B.
D1 and E1 look good. E is tough, cause you'd like to be on the coast, but E2 misses 2 bonus grasslands (granted one is shared with the capitol) and E2 would make irrigating the plains on the other side a very long task!
I like GK's F, but we're getting too far ahead and don't know the map yet or our enemy placements.
If you can't tell, I love to keep cities 1-turn reinforceable with at least one sister city and hopefully 2.
Last edited by badams52 on 01-05-2003 at 07:53
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dejon
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Shouldn't we make a priority of getting the cattle, and depriving the Ottomans of it? (site B)
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:27
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With the this plan, here is what our Archer Rush city placement should look like:
Asgard
Food: 7 (six eaten, 1 surplus)
Shield: 7 (Archer in three turns with 1 lost shield)
Commerce: 6
1 Warrior Garrisoned for Defense/Happiness
Yellow
Food: 6 (Six eaten, 0 surplus)
Shield: 7 (Archer in three turns with 1 lost shield)
Commerce: 5
1 Warrior Garrisoned for Defense/Happiness
Blue
Food: 6 (Six eaten, 0 surplus)
Shield: 6 (Archer in four turns with 4 lost shields; this is as it is pictured, if there is a bonus grass, then this site is optimal)
Commerce: 5
1 Warrior Garrisoned for Defense/Happiness
Green
Food: 6 (Six eaten, O surplus)
Shield: 7 (Archer in three turns with 1 lost shield)
Commerce: 5
1 Warrior Garrisoned for Defense/Happiness
Red
Food: 6 (Six eaten, 0 surplus)
Shield: 6 (Archer in four turns with 4 lost shields)
Commerce: 5
1 Warrior Garrisoned for Defense/Happiness
Now I know that we won't be able to build all 4 cities before the rush, so the cities are listed in the order that I think would be best (Yellow, Blue, Green, Red). Blue is only #2 on my list IF we find that much needed bonus grassland under the Fog.
All minimum tile improvements are listed in blue (to include the beginings of an Archer Road towards the Ottomans).
I am not sure what corruption factors may play out, but it could change the entire outlook... I will check and post here.
[edit]
Crap! The 7th shield produced is corrupted! This changes everything!!!
* Donegeal thinks he should have done the research BEFORE he posted...
[edit part II]
After further testing, a one tile spacing gives no corruption. The Archers could be completed VERY quickly and the closer city placements means that they would be built quicker (and thusly be more productive sooner).
I would post an image of what I think would be the best one-tile placement but I need to go to sleep. Maybe when I get up...
PS- for all those that completely cringe at the thought of one tile placement, just remember that after we give ourselves some breathing room, we can rearrange our core for more optimal placement. We won't be needing any improvements in these cities (except maybe 20 shield barracks) so they won't be too detrimental to move.
Last edited by Donegeal on 01-05-2003 at 21:14
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:27
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Please note that every tile improvement is worked save 1 road and that every forested river save one is also worked. In this placement, out of all the cities, we loose no shields or commerce to corruption. It requires the least amount of time for tile improvements and makes river crossing almost negligable as a movement obstacle (ok, movement towards the Ottomans. This plan will also allow us to use just one spearman to defend all the cities if need be (we would have to raise the Lux slider for this).
Asgard:
7 Shields (Archer/Spearman in 3 turns)
6 Commerce
Yellow, Green, Blue:
7 Shields (Archer/Spearman in 3 turns)
5 Commerce
Red:
5 Shields (Archer/Spearman in 4 turns)
5 Commerce
Last edited by Donegeal on 02-05-2003 at 18:25
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