 |
|  |
 |
|
vulture
|
 |
Leeds, UK
Jun 2001 time: 05:30
|
|

Finally figured out how to get an image to work here...
Red circle is the proposed new capital. Yellow circles are sites for temporary camps. Purple circles are proposed permanent cities. Plan may change if no-one likes it, or due to new revelations as terrain is uncovered.
The cities are arranged in rings of equal distance to take advantage of the corruption formula, to reduce our corruption in those cities.
It looks like the sea to the east is some kind of gulf (there are indications of coastal water on the edge of the FoW). Sunshine appear to live somewhere around there. Big jungles to the north and mountains to the south are low priorities for expansion right now. We'll probably find another civ to the west of the lake, at about our latitude, at a guess.
In my opinion the early priorities are blocking the land from the lake (not fresh water by the look of it) to the east coast, which can be done with 2 or 3 cities - enough to give SS the idea that this is our territory. After that, getting cities in the plains and around the lake with plenty of irrigation is necessary to give us some productive cities. I think we're going to need quite a lot of workers, especially being non-industrious 
EDIT: Added new ring of blue cities in visible territory - dark blue for permanent, light blue for camps. The full ring (ignoring sea) would have 12 permanent cities and 8 temporary camps. With our current info about the ocean, it looks like 2-3 of these would be missing.
Last edited by vulture on 11-09-2003 at 19:04
|
|
|  |
 |
|
vulture
|
 |
Leeds, UK
Jun 2001 time: 05:30
|
|
The placement I came up with was designed to minimise corruption and have long term potential, rather than find the best sites immediately. There would have to be another ring (or ring segments) about 9 tiles from the capital, one of which would be on the forests south of us. There isn't any particular order we have to found cities in.
But I figured we'd have plenty of time to settle the south, but might be facing encroachment from Sunshine cities in the north rather soon. Okay, the jungle isn't going to be settled in a hurry, but that has great long term potential - if we last long enough to start doing some serious jungle clearing.
My personal priorities for city building would be to get a northern border established, and then set to work on cities in the plains, and irrigating every tile we can reach around there.
I think we ought to be looking to mine the deserts though. A floodplain and mined desert gives the same food/shields (4/2) as two mined grasslands or two irrigated plains (once we're out of despotism). We have roughly equal numbers of desert and flood plains tiles, so I think we can do without irrigating deserts unless we are in a hurry to have big cities.
Bongo: yes, the idea of moving the capital is to have it more or less at the center of the empire, for reduced corruption. You can design rings around the current capital, but due to the lake and the sea you get fewer cities in each ring, and therefore higher corruption overall.
It remains to be seen how good the south really is. There's a mix of grassland and hills. We'd need to irrigate much of the grassland to enable us to make us of the hills there, and there's not that much flat terrain before we hit tundra. Seeing what is in the SE would be useful - whether it is a small pensinula, or something larger.
The large plains to the west could be a good direction for expansion though. Irrigation is cheap to do, and every tile producing 2/1 can be quite powerful (plus occasional bonus squares).
All plans might well change when we finally discover a source ofl luxuries though.
|
|
|  |
 |
|
vulture
|
 |
Leeds, UK
Jun 2001 time: 05:30
|
|
The pop cost of camps can be offset by turning all their pop into workers when it is time to disband them - this can be done pretty quickly. The shield cost is a short term loss that is offset by the shield production while the camps exist.
Camps are a relatively low build priority though. This stage of the game is about grabbing as much land as possible, which is done by controlling choke points (to secure territory behind them, although we are lacking choke points) and building cities with wide spacing to claim ground as quickly as possible. Camps only really come into it if there is good terrain to be used (as OPD says), or once you've expanded as far as possible and want to start getting some use out of those tiles that you've claimed but won't otherwise be working until post-hospitals. You don't want camps to distract from the REX.
Ideally, the current capital should be a temporary city, so that it can be disbanded to do the palace jump to a better location, but I couldn't see any
good scheme for placing cities in that area that had the capital as a temporary city. I don't think it is too much of a problem though, as long as we don't use too many shields from the capital on improvements. A granary might be worth it for a settler pump (but no barracks). When it comes to time to move capitals, the old one can be converted into workers / settlers, abandoned with a settler, and then rebuilt back up to a high population in one turn. All we'd lose is one granary, and one population.
Given the ability on all the teams around here, I think we need to squeeze every last bit of benefit out of our empire, since we don't exactly have a good start position. I think camps will help will that, but I'll have to go and play with the corruption formula to see under what conditions they boost our effectiveness.
|
|
|  |
 |
|
vulture
|
 |
Leeds, UK
Jun 2001 time: 05:30
|
|
The image has been edited to show a possible next ring, 9 tiles from the capital, or as much of it shows on the discovered territory so far. The permanent cities will get to size 14-16 in principle, although given the mountains and hills, that is a bit optimistic for the SW towns.
The camps boost the overall production of the empire as long as the no. of tiles worked by cities beyond the camps / no. of tiles worked by the camps is greater than R, where R=5.9 for despotism, 6.2 for monarchy and 6.8 for republic. Oddly enough, if all the outer cities have courthouses, the values of R become 7.4, 7.8 and 8.4 for despotism, monarchy and republic respectively - courthouses reduce the benefits of disbanding the camps.
This is a pretty easy test to make during the course of the game, so it should be easy to find the ideal time to get rid of camps (or judge that we are too close to that time when we finish REXxing to bother building them in the first place).
|
|
|  |
All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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
|
|
|
|
|
|