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It IS possible for two cities to be next to each other

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  • It IS possible for two cities to be next to each other

    (Note, I posted something about this in Civ2 – general some time ago where it was largely ignored)

    Yes. Despite what the game engine wants us to think, it IS entirely possible for two cities to coexist in touching hexes. Why? A simple blunder in the Advanced Start option that may be exloited for scenario use.

    A while back, I was playing around with the small earth map and the advanced start 2000 BCE option. It was interesting when civs kept getting cities in the same spots over and over again. So then I wondered what would happen if I selected several civs that all started very close to each other. I don't recall the exact civs, but what happened startled me. Two cities were built right next to each other (See the screen).

    I didn't notice what had happened until I stopped to check my progress with the other civs, and even then I wasn’t sure what had caused it. I restarted the game immediately, and tried it again, cheating right away to reveal the map and sure enough there were THREE cities right next to each other.

    If a map can be edited in a specific way to allow civs to only grow in a single direction then I believe it may be possible to “force” two cities to be built directly next to each other (If their starting positions are close enough together). By surrounding an area with deserts it would be rather easy to place say, Stalingrad East and West of the Volga, Buda and Pest, East and West Berlin, etc. The possibilities are almost endless. The only problem I can foresee is ownership of the city. Say, you want both cities to be possessed by one civ. By buying it or taking it over partisans could not appear, possibly destroying a significant portion of the atmosphere of the scenario. The only solution I can think of is to hex edit the city in question and give it to the civ you want to have it.

    This screen contains no graphic trickery. I do have the save file should anyone wish me to post it.
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  • #2
    Test #1

    For starters I set up a simple map. Then placed 4 civs in each city radii sized portion of grassland. I was indeed able to get two cities next to each other.

    What was interesting was that each secondary city is exactly 4 squares away from the capitol city. Something which may enhance the odds of getting it to work on an actual map.
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    • #3
      Test #2

      I edited the map of Europe so that Rome starts way off near the black sea and france begins in the alps. I then surrounded every square 4 squares away from the starting positions with desert except for the two places that I wanted the cities of Buda and Pest to go. After a mistake in the first attempt, the second attempt proved successful, and after only minor adjustements to the names, Buda and Pest are two seperate cities. However, I made them horozontally connect. I do not know if the AI will build cities diagonally. So...there must be a test #3.
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      • #4
        Test #3

        Alright. Same thing as before, but I placed Paris 4 squares south of where I wanted the city Buda to go, and Rome 4 squares to the southeast of where I wanted Pest to go. Desert was placed in a radii around both cities and VOILA. Diagonally connecting cities.
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        • #5
          This would be perfect for a scenario that was to have East and West Berlin.
          "I would rather have a German division in front of me than a French one behind me." -- General George S. Patton
          "Guinness sucks!" -- Me

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          • #6
            Actually, I remember this happening once to me in a regular singlplayer game (I built two cities next to eachoter)...
            I dont know how it happened though
            No Fighting here, this is the war room!

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            • #7
              Conclusions

              I didn't expect to have this figured out tonight...but it only took like twenty minutes.

              And there really aren't and conclusions....Except for a new thing I found. Cities can exist ON TOP OF each other. Look at this screen.

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              • #8
                And for good measure...here's the city screen for that square. Both when you look under the Roman AND Babylonian maps.

                It's obvious the second city is what's showing up, but the units have disapeared except in the support box. wierd. when you change production you can basically have the Babylonians build Roman units. BTW....there are no Roman units from Veii anywhere.

                I was able to simply take a unit and walk into Veii.

                WHen you look at Babylon from the City Status screen, it appears normally. Veii is not so lucky. Her units are completely gone. *tests some more*

                Also. You cannot move into that square since it is occupied by another civ's units. I have no clue what this could possilby be used for now...perhaps airlifting would be good...I wonder what trade routes would be like...although it's safe to say only the first city built (in this case Veii) would get any trade. It's the graphic that shows up and it's the city screen that shows up.

                Last edited by master on high; November 4, 2001, 03:59.
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                • #9
                  I'm think that I can see a lot of ways this can be used! (trench warfare for one) Thanks MoH
                  'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
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                  • #10
                    Cities next to each other;
                    I think someone already told about such possibility with hex-editing.
                    Of course, that doesn't change the fact that it's a nice discovery.
                    Cities on top of each other;
                    Allard or Jorrit or whoever discovered the way to do it by hex-editing.
                    Me, I discovered the way to do it by means of events;
                    nevertheless, it is somewhat different; in my hidden cities,
                    only one name of the city was seen, and stuff; I mean, though
                    generally all is the same, it looked different.
                    "I realise I hold the key to freedom,
                    I cannot let my life be ruled by threads" The Web Frogs
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                    • #11
                      I did recall Andrew saying that it would be possible to attempt to hex edit cities like that...but that he wasn't able to move them next to each other. I have no idea what Allard might have said on the topic...so I'll take your word for it.

                      But this Babylon - Veii city isn't hidden. the computer actually built two cities on top of one another.
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                      • #12
                        Let me contribute my experiences to the round.
                        A while ago I have posted about the possibility of terraforming land terrain to ocean. This appeared to be nothing new, as it was used in Jesús Munoz HRE scen, and Microproses Mars! scenario.
                        I don't know how many people already know this, but it is possible to terraform terrain when a city is placed on it. This way, you can 'build' cities on water.
                        I have done this in my recent Alexander scenario (look at the city named 'Okeanos' in the north of the Caspian Sea!).
                        Now, let's pretend we're building some sick kind of naval battle scenario, we could have two naval bases built on each other by building the cities on top of each other (a battleship and a sub f.e.).
                        Follow the masses!
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                        • #13
                          Megalopolis!!!!

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                          • #14
                            Originally posted by Stefan Härtel
                            Let me contribute my experiences to the round.
                            A while ago I have posted about the possibility of terraforming land terrain to ocean. This appeared to be nothing new, as it was used in Jesús Munoz HRE scen, and Microproses Mars! scenario.
                            I don't know how many people already know this, but it is possible to terraform terrain when a city is placed on it. This way, you can 'build' cities on water.
                            I have done this in my recent Alexander scenario (look at the city named 'Okeanos' in the north of the Caspian Sea!).
                            Now, let's pretend we're building some sick kind of naval battle scenario, we could have two naval bases built on each other by building the cities on top of each other (a battleship and a sub f.e.).
                            1. Can you use this feature to strand a unit? Can you use this feature to build railroads on the ocean? By first building the RR, then truning to ocean. What about roads? And if so are the roads/RR traversable? What about a bunch of air bases on the ocean, would they be traversable?

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                            • #15
                              I don't know how many people already know this, but it is possible to terraform terrain when a city is placed on it. This way, you can 'build' cities on water.
                              I have done this in my recent Alexander scenario (look at the city named 'Okeanos' in the north of the Caspian Sea!).
                              Now, let's pretend we're building some sick kind of naval battle scenario, we could have two naval bases built on each other by building the cities on top of each other (a battleship and a sub f.e.).
                              Only after you edit the rules to allow terrains to be terraformed into ocean. But that's minor...and I'm sure assumed to be the case.

                              I don't really know what the benefits of having two cities on top of each other. Perhaps in the two different dimensions in Civ...that would be interesting...but there doesn't appear to be any great difference between the cities. I wouldn't even know how to edit them! For anybody who'd like to test some more (I don't know where to begin) here's the .sav file.

                              1. Can you use this feature to strand a unit? Can you use this feature to build railroads on the ocean? By first building the RR, then truning to ocean. What about roads? And if so are the roads/RR traversable? What about a bunch of air bases on the ocean, would they be traversable?
                              I don't know about stranding units (could be interesting to make sea mines like that! Ground units stranded in the ocean that can attack when other units come by) but it is possible to build railroads on the ocean and they are in fact very usable. Airbases too should work...but I haven't seen it tested. The only thing that one would need to do is find the appropraite terrain to switch to ocean (probably grasslands) and edit it in the rules.
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