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Arrian is offline Arrian
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Jul 2001
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  Old Post 19-09-2003 19:52
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City Placement Remove this text

Ok, I've worked out a proposal on city placement, at least to start.

Proposed city sites:

1) 7,7,7,7 of Izz (4 tiles). On River. This would be done by our free settler, currently en route from the North.
2) 6, 6, 6 of Izz (4.5).
3) 1, 1, 1, 2 of Izz (4.5). On River.
4) 2, 2, 2 of Izz (4.5). On River
5) 4, 4, 4 of Izz (4.5).
6) 3, 3, 3, 3, 2 of Izz (5.5). Coastal.

So that gives us 5 cities in ring placement that should be pretty solid. The spacing is relatively wide, as is my custom, and I know others prefer tighter spacing, so speak up if you disagree!

I could also see putting in a city 8, 8, 7 from Izz, to work the hills up there, but that will require a lot of worker turns to make useful (not to mention a government change), so it can wait, IMO.

The numbers are not necessary the order in which I think the cities should be built. In fact, I think that #3 should be built with our next settler, followed by either #4 or #5.

-Arrian

edit 10/29 - changed locations of our coastal towns.

Last edited by Arrian on 29-10-2003 at 20:39

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 23-09-2003 19:18 Visit FrustratedPoet's homepage!
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This looks like a good set of city sites. I agree that site 3 should be constructed with the first settler we actually produce ourselves.

Arrian is offline Arrian
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Jul 2001
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  Old Post 07-10-2003 19:54
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I've been thinking. What would happen if we built 6 - 8 cities, and then switched Izz to pure worker production (it can just sit at size 5, churning workers), and used those workers to develop our terrain and add pop to our core cities, boosting them up to high pop early on? This, rather than continuing REXing?

We could still build new cities, as non-river/lake cities approach size 6, we could build settlers in them, or we could always have Izz punch out a settler if there was something in particular we want to go grab.

The advantages to this over more rapid expansion are threefold:

1) Less area to defend.
2) More shields/commerce early on
3) We can make the case to Python that we're not squeezing them.

Obviously, if we trade for IW and find that we have to go and get iron a looong way away, we prioritize that. Duh.

Once we've pumped our cities up in size & production power (the key I'm thinking of here is getting cities capable of producing 10 shields/turn), we can do some more settling, but this time our settlers can go out with vet spearman escorts, and workers may have already connected their city sites to our road net.

The 6-8 cities I'm thinking of here would be the cities on the list above, plus a city 8, 8, 7 of Izz.

I honestly don't know if this is strategically sound. But I'd kinda like to try it.

-Arrian

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 07-10-2003 20:57 Visit FrustratedPoet's homepage!
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Put an end to popups!

Darn, I just wrote several sentences in reply, but the forum ate it. The bottom line is that I agree and think we should try that plan too. *sigh* I hate it when Apolyton goes all weird....

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 08-10-2003 03:23
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Yes, I agree with that plan too. Not only that, but it's something I've been meaning to do in SP for ages. Crank out workers to grow and develop a smaller number of cities to a larger size.

The diplomatic angle is good to - we could milk that. "Hey Knights that say Eccie Eccie Eccie F'Tang - bit of a poky patch of land you've got there. Would you like us to allow you a little space?"

I'm glad it's not just me getting Poly problems.

(typo edited)

FrustratedPoet is offline FrustratedPoet
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  Old Post 08-10-2003 13:43 Visit FrustratedPoet's homepage!
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Something else I wanted to say before the forum ate my previous post was that I suspect that Python are preparing a settler pump, and Monkey probably are too. By the time we've got 7 or 8 cities Python probably will have the same amount and the terrain to the north of them is really bad. They're gonna have to move south and squeeze us a little bit.

Arrian is offline Arrian
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  Old Post 08-10-2003 18:30
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SR's latest PM speaks to this issue: they're being pretty reasonable, I think. I think we can live with the cities he talks about.

-Arrian

Arrian is offline Arrian
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  Old Post 08-10-2003 18:38
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I've looked at the map now... and it is a tad cramped. But I think we're just going to have to live with that. I do want to get a temple down in CoS reasonably soon, though. With 2 python towns squeezing it, it will need some culture.

-Arrian

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  Old Post 08-10-2003 18:44 Visit FrustratedPoet's homepage!
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They sound OK, but without actually referring to the map it's hard to be sure. I'll take a screenshot of the area for comparison and post it later. I don't think we're in any position to complain, anyway. If we demanded that they abandon plans for those cities it would only lead to war, and that's the last thing we want (for several reasons).

FrustratedPoet is offline FrustratedPoet
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  Old Post 08-10-2003 18:46 Visit FrustratedPoet's homepage!
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ah, that was a x-post. Agree that if it's going to be cramped that we'll need a Temple in CoS.

Arrian is offline Arrian
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  Old Post 08-10-2003 19:49
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Put an end to popups!

Including Izz, we're going to have about 7 "core" cities (I'm dropping the 8, 8, 7 city site for now). The question then becomes, what other sites do we spend pop & shields on?

Our two river cities in the south are going to be built on grassland tiles, which unfortunately means they get no defensive bonus. This means we would be vulnerable to invasion by Monkey. Therefore, I think we need at least one city south of there, on hills. Depending on how relations go, we may need to devote significant worker turns to roading the hills down there so we can put up a decent defense. I'm not sure at this time whether or not we should make an effort to grab the silks down there. I'd like them, but they're only worth taking if we can defend them.

Then I think we want at least 1 city to the SW of the Cow on grass (probably also on a hill). That would make a pretty good forbidden palace site, IMO.

I tried out the whole "build a core group of cities and leave the capitol pumping workers" thing last night. Granted, I was France (industrious), but it worked out rather nicely.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 08-10-2003 20:07
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Ah-hah! I found a good screenshot of the jungle area (the turn we met Monkey). Thank goodness for FP's screenshot uploads (I never figured that out).

I think our southern fort town should go 1, 1, 2, 2, from Swindon (which is in turn 1, 1, 1, 2 of Izz). It will be on a hill, and will have 2 silks within it's initial radius.

Damn, there is some nice land down there... the 2 cows by the river by the coast... that's pretty. I wonder how close Monkey's core is. Well, in 4 turns we will find out (I assume we will build embassies with Python & Monkey? I think it's worth the $).

I have to watch out I don't get too greedy. Take only what you can defend. Take only what you can defend. Take only what you can defend...

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 08-10-2003 20:07
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I'm can't really comment on these locations yet. I'll chime in when I'm up to speed. (I got the save from the Latinos, so I'll study the land when I've got the key)

FrustratedPoet is offline FrustratedPoet
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Cort: password = jmason

FrustratedPoet is offline FrustratedPoet
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  Old Post 08-10-2003 20:10 Visit FrustratedPoet's homepage!
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quote:
Well, in 4 turns we will find out (I assume we will build embassies with Python & Monkey? I think it's worth the $).


I think so too. We've got a pretty large stack already and get +11 each turn at the moment.

Arrian is offline Arrian
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  Old Post 08-10-2003 20:18
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I'm basing this off of the shot in the Turn29 thread, by the way, coupled with more recent shots of home. I'm kinda of melding them in my head.

The way we're running right now, our next city (#3, Swindon?) will be built 1, 1, 1, 2 of Izz. Then a city 2, 2, 2 of Izz. Then a city 4, 4, 4 of Izz. Then a city 3, 6, 6 of Izz (we could swap those last two 'round). Then the 3, 3, 3, 6 site.

Right now we're punching out a settler every 7 turns, since we're mixing in 1 worker after each settler (which I'd like to continue). This turn, a worker should complete, leaving 5 turns until the next settler. So... 26 turns until our last "core" settler is done. Add another 7 turns, and we get a settler 33 turns from now that can go found our hill fort town to ward off any Monkeys with pointy sticks. By that time, a road from Izz to Swindon should be complete, which will cut transit time slightly... I think it will take 7 turns to move into position (2 turns from Izz to the hill south of Swindon, 3 more moves after that). So in ~41 turns we can have this fort town I'm talking about.

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 08-10-2003 20:31
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Good password

So, 41 turns to keep the monkey off our back.

I gotta go to band rehearsal - I'll catch up later...

Arrian is offline Arrian
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  Old Post 08-10-2003 20:47
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Hopefully they're not cheeky monkeys. I don't want numidians coming at us. I just had a mental image of the Planet of the Apes remake (which sucked, IMO). Rank upon rank of monkeys in armor...

Get the icecream van out there, get it out there! Kill!

-Arrian

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  Old Post 08-10-2003 21:19 Visit FrustratedPoet's homepage!
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Our future cities. Numbered in proposed order of founding.

City Site 1 - "Swindon" - will be founded next turn.

CORRECTION: CITY SITE 5 WILL BE FOUNDED ONE SQUARE FURTHER TO THE SOUTH-EAST(3).

Last edited by FrustratedPoet on 08-10-2003 at 21:44

Arrian is offline Arrian
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  Old Post 08-10-2003 21:32
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Actually, FP, I had put #5 1 tile farther southeast (3) so that it's coastal. I know that puts it out of the ring but I think it's worth it. Agree? Disagree?

-Arrian

Arrian is offline Arrian
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  Old Post 08-10-2003 21:35
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The other option is to move #4 one tile northeast (9), and build #5 at 3, 3, 3, 3 of Izz (forest tile). But that gives us only 1 decent coastal city. I was aiming for 2.

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 08-10-2003 21:36 Visit FrustratedPoet's homepage!
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Oh yeah, I remember that now. Yes it's certainly better that way (moving #5 to the SE).

I don't wholly approve of RCP anyway so have no problems if we mess with it a little bit.

Arrian is offline Arrian
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  Old Post 08-10-2003 21:42
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Yeah, I'm not a huge fan either, to be honest.

I can't wait to see where the iron and horsies are (translation: are we or are we not screwed ). Iron we will see in 5 turns. Horsies will take slightly longer (depends on how long CoL research takes us).

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 09-10-2003 04:15
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Are the corruption benefits of RCP proven to outweigh all the other considerations for city selection?

Here we have potential coastal cities outside the ring, and I can't imagine not having one or two of these. We're off to plant our flag in every continent after all, so we hardly want to land-lock ourselves.

'Thing is, if RCP is really so strong that it trumps the usual considerations, then we lose out to the others if they're doing it. It seems a depressing way to play Civ really - by the book and not by the situation. I add my voice to the chorus of "hurrahs" at news of the C3C fix.

The horsie thing is a good point. The Pythons Wheel + Phil = CoL looks good for them as they get the resource visibility bonus ahead of us. Fair do's, they finished their tech first. I don't suppose it makes much difference. If they suddenly break their RCP while we're doing CoL then its time to get nervous!

Cort Haus is offline Cort Haus
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  Old Post 09-10-2003 04:26
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Back to RCP. As depicted above, sites 1,2,3,5 are 4.5-tile but CoS and 4 are 4-tile.

Likewise, Pythons plan had, IIRC, 1 * 6-tile site and 2 * 6.5-tiles.

Don't they have to be the same distance to get the optimum corruption advantage?

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I believe that half tiles don't count, I think it rounds the numbers down.

Mountain Sage is offline Mountain Sage
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Feb 2003
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  Old Post 09-10-2003 17:00
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Here comes the newest team member, trying to understand what you did so far, why you did it and how...
My first (silly) question: can you direct me to a thread about city placement (your 1,1,1,2)? I need some refreshing courses...
Thanks.

Arrian is offline Arrian
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  Old Post 09-10-2003 17:55
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First off, like FP said, the half-tiles don't count.

4.5 and 4 are the same, in terms of RCP.

MS - not sure what you mean. 1, 1, 1, 2 means that if you were moving the settler via the number keypad, that's what you would hit to get it there. Another way would be to say that it is 3 tiles to the southwest, 1 to the south.

RCP (ring city placement) is pretty powerful, but not so much that our partial use of it will put us at a huge disadvantage.

Anyway, we're using RCP to get a ring of 5 cities at 4/4.5 from Izzardia. If we were slavishly adhering to RCP, it would be more like 8. It really is a pisser that there is a mountain 8,8,8 from Izzardia, though.

-Arrian

Mountain Sage is offline Mountain Sage
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Feb 2003
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  Old Post 09-10-2003 18:05
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Thanks Arrian,

My dumbest question in along while: just give me the number keypad, I don't know the number of the tiles!!!


PS: I finished the turn-by-turn threads: awesome, especially the micro-management.
Now I understand why some guys don't have time left for the strategy threads.
Ill' try to catch up with the rest tomorrow.

Arrian is offline Arrian
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  Old Post 09-10-2003 19:55
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Put an end to popups!

Actually, I was looking back through some of the old threads (looking for a map of the southern jungle, which I eventually found) and I noticed a relatively big screwup by me: there was a turn upon which we had accumulated 59 shields towards our granary. Had I thought to have us switch 1 of our citizens in Izz to a hill/plains tile for 1 turn the turn prior, our granary would have been complete 1 turn earlier, with no shield wasteage. So, while overall the MM has worked pretty well, I'm still making mistakes. Thankfully, I think that proves I'm human.

quote:
My dumbest question in along while: just give me the number keypad, I don't know the number of the tiles!!!


Not sure what you're saying here, sorry.

Just in case there is still confusion, here is an example: City of Snakes is 7,7,7,7 from Izzardia (4 tiles to the northwest).

-Arrian

 
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