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Hot_Enamel
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Melbourne, Australia
Aug 2002 time: 14:30
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I was thinking the same thing when I first read Beta's post.
I was planning on reading up on RCP tonight, as I have not used it yet, then post a suggestion later.
One thing though ... we seen to be quite isolated, and have some good land.
We dont have to worry about close aggressive neighbours. (Assuming nothing is below us.)
Plus, we dont make good early targets anyway, because of our NM.
So why not go for a spacious city placement.
If we cramp it up now, we get a good early boost, but will then have to think about a Palace jump later on.
I am yet to read up on RCP, but I am of the opinion, we could possibly afford to spread out, and have the cities be build now, not limited in size later on.
Regs
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Hot_Enamel
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Melbourne, Australia
Aug 2002 time: 14:30
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OK ...
Please take note ... I am WAY to lazy to read up on RCP fully... so below is how it works as I understand it. Please feel free to point out any errors
It's all based on reducing corruption.
2 factors influence corruption
1. The distance from your capital
2. How many cities are closer to the capital than the city you have just built.
RCP tries to set up a city placement that minimises corruption using the above 2 points.
First step, is to decide how far away to build from your capital.
1 tile in the following keypad directions - 1,3,7,9 count as 1 move
1 tile in the following keypad directions - 2,4,6,8 - count as 1.5 moves
So for us, Macaque is 7,7,7,4. Which equals 1+1+1+1.5=4.5.
Now thats quite far .. many use 3 or 3.5.
I am not sure the difference in corruption between 3 tile moves and 4.5 tile moves, but I guess as we are commercial, it may be acceptable.
However... for my example... I am going to assume we use a 4.5 move distance.
Otherwise, we have to consider disbanding Macaque.
And, we dont have close neighbours, and it allows us to build size 12 cities with ease.
Anything closer, and you end up with some size 6 cities and a cramped capital... and you may want to do a palace jump to get the hell out of there later in the game.
Anyway .. let assume we use 4.5.
This answers point 1 above.
RCP biggest benefit, is resolving point 2.."How many cities are closer to the capital than the city you have just built."
So... if every city is the exactly the same distance from the capital.. none will have a city closer. Therefore every city has its corruption calcualted, as if it is only the 2nd city built.
This means very low corruption, and a very efficient empire.
I have attached an example for us.
We can build 6 cities exactly 4.5 moves from our capital.
All of these cities can grow to size 12.
Note, the southern cities will struggle because of the tundra... so we may have to irrigate some grassland.

Now, because of a mountain, and that we are on a narrow land mass, we cant build 6 cities. 4.5 moves allows a maximum of 12 cities.. we only get 6.
But the benefit, is that these cities can all become huge and all have very low corruption.
With 12 cities, you have to accept some small 4-6 pop cities.
Other notes:
I read somewhere, that distance from capital ignores fractions. Therefore 4.5 is the same as 4. Therefore you can mix and match between 4.5 & 4, but for our empire, I cant find any nice 4 tile city sites either.
We still have to explore south.. this may change our entire plan.
Another option, if people are worried about the distance from capital, then we can build 1 or 2 temporary camps. Either military with a barracks, or worker farms with a grainery...but will have to be disbanded eventually.
But of course, this will make the entire ring of cities more corrupt, as they will be considered the 2nd or 3rd city from the capital.
Another option, is to look into a even tighter ring.
We can either disband macaque, or just keep it as a corrupt city.
So .. please discuss. We have plenty of time before our next settler.
{edit} - I have placed the "2nd" ring around our capital, which will be 7.5 moves each
This 2nd ring has 8 cities, and will all have their corruption calculated as if they are the 7th city built. Plus the corruption for being so far from the capital.
But with courthouses, may have 50-60% corruption levels .. I really dont know
Last edited by Hot_Enamel on 01-09-2003 at 19:15
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Hot_Enamel
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Melbourne, Australia
Aug 2002 time: 14:30
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I was bored.. and generated a few more options.
I do think we need to get this right..the first time
We do not have a lot of land to play with, so we have to get the most out of what we got.
PLAN A
So here is my original plan
4/4.5 spacing
We get a maximum of 6 cities on the ring who can grow up to size 12.
Unfortunately, we dont have a lot of luxeries, so getting their full potential will need some thought.

PLAN B
Here is a plan of disbanding Macaque, and trying for a 3/3.5 spacing.
Again, we only get a maximum of 6 cities. Not all will be able to grow to size 12, so there may be some long term issues with cramping
PLAN C
Here is a plan with a Palace Jump, and 3/3.5 spacing.
We can squeak in 7 cities which makes it a superior plan to the one above.
This would be a great build if we had to worry about close neighbors. It maximises our early production, but again, we may have trouble with cramping later on.
PLAN D
And finally, another Palace Jump but with 4/4.5 spacing.
If we want to move a City/Palace, then this is the plan.
We can get the maximum 8 cities down. A tight build that we can maximise early on, and then can let some cities grow quite large later in the game.
We still have time to discuss the options. I dislike having to disband cities, so Plan A remains appealing. And I guess has had the most support so far.
But Plan D does look nice, and may suit us better later in the game. But, it all depends if we want to do a Palace Jump in the near future. In fact, if we decide to jump, the new palace site should be our next build.
Regs
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