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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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
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Mountain Sage
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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.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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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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