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On the higher diff levels is it advisable to even ICS your core cities? I know close placement is good for farther away but I have been placing my core cities CXXXCXXXC, like that.
What do you mean by high level? If you are talking about Emperor and Demi, you can get away with CxxC if you have good land.
Above Demi I would have to go to a tighter layout. Even at Demi I may use some form of CxxC.
I would not go to ICS or CxC that would be too painful for me.
I have been using a two camp plan, where it is mostly CxxC for perm cities and CxC for camps at emperor. I did a few with a more less straight CxxC. I try to get to where I can free up 19 tiles for the capitol later, so it can be a power house.
I do a lot of 3 tile, but have been evolving toward a mix of 3, 4, and 5 tile, depending on terrain, with various camps filling the holes.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
I generally do a mix of 3-tile and 4-tile on Emperor (with the occasional 5-tile) and now, with limited experience, Demi-God. I tended to a more consistent 3-tile on Deity.
With the changes to corruption, I may more frequently employ "camps" or even take the plunge and actually Ralph
A lot depends on the size of map you like to play and the landmass configuration.
If you play on a small map with a single landmass you will have lots of close neighbours. The priority now is to get cities down fast so as to maximise early and mid period production from the limited number of squares you are going to be able to control following the early scramble to expand.
To play in a perfectionist style in such a game is going to be very difficult.
Similarly if you find yourself on a small island you must again maximise the early and mid game production of the limited land available. Perfectionist is again not going to be the way to go.
By way of contrast, on a huge map with substantial landmasses you expect to be able to expand unmolested for a time and a perfectionist approach is now perfectly playable if that is your preference.
Even in that case it pays to give up some of the aesthetic satisfaction which giving your core cities room to expand to the maximum brings. If your object is to win (and whose isn't?), you want the fastest start you can get. If you have the luck early on to find three or four cattle squares close to each other you will get faster early progress by building several cities close to each other such that each city exploits one or two of those specials rather than letting one city monopolise them.
So I see no benefit in setting a fixed pattern. Rather let your decisions on early city placement be influenced by the particular circumstances.
Once the cities are down I do pander to my perfectionist instincts by consciously limiting the growth of some (so as to give the most growing room as I can to the preferred ones). Which can be readily done without compromising productivity. The subordinate city will tend to specialise in producing either settlers or some specific military unit and will only have such buildings as it needs for that limited purpose. Whereas the preferred core cities go on to build everything in the usual way.
If you really must you can go so far as abandoning these cities late on so as to restore a perfectionist pattern. Although, playing vanilla Civ3 on Emperor I can only recall one case where I have been able to indulge myself by taking this process that far.
Originally posted by Footballgod128
whats a camp, those things that workers make...?
and how is that used, can someone paste a pic or just a game where its used or something.... i think im really lost here
Camps, in this context, are just cities that you build with no intention of keeping them forever.
Late in the game, when all your cities are getting close to size 20 or so, having cities spaced with no overlap is the best way to maximise your production. Plus, it looks nice. The problem with spacing cities like this is that for all of the ancient and medieval era, you have a lot of tiles in your territory that aren't doing anything - each city has 20 tiles around it that only it can work, but is only size 6 (or 12) and so works only a few of them. One way to get more production out of your empire during these times is, once you've expanded to claim as much ground as possible, start building 'temporary' cities in between your permanent ones. The permanent city uses say 12 of the tiles in its radius, and the nearby temporary city can use another 6 or 7, so that you end up using almost all of the land. These temporary cities shouldn't waste time building improvements, since they eventually get disbanded, and the improvements are wasted. They just build a barracks, and then start putting out military units and occasional workers. Hence they are often called military camps (or just camps). This means you get a sizeable military fairly quickly, whilst also allowing your permanent cities to concentrate on building infrastructure.
When you get to the industrial era, and hospitals, your permanent cities can grow beyond size 12, and will need the tiles worked by the camps (plus, with improvements like banks and universities, they get double the production from each tile). The camps are disbanded by producing nothing but workers (or settlers if you prefer), with the excess population typically used to set up railroads ASAP and then join the permanent cities to provide rapid population growth up to size 20 or so (or you might skip the railroading bit if you already have enough workers running around).
That's pretty much all there is to it, aside from the fact that depending on the size and shape of your empire, you might get more overall production disbanding camps earlier than that. But that's quite a complicated thing to work out.
Originally posted by East Street Trader
Once the cities are down I do pander to my perfectionist instincts by consciously limiting the growth of some (so as to give the most growing room as I can to the preferred ones). Which can be readily done without compromising productivity. The subordinate city will tend to specialise in producing either settlers or some specific military unit and will only have such buildings as it needs for that limited purpose. Whereas the preferred core cities go on to build everything in the usual way.
If you really must you can go so far as abandoning these cities late on so as to restore a perfectionist pattern. Although, playing vanilla Civ3 on Emperor I can only recall one case where I have been able to indulge myself by taking this process that far.
Those are camps.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
What I currently think about (core) city placement:
1. Core cities should be placed in the best positions, as dicated by the lay of the land. If this means 2-tile placement somewhere, so be it. If this means 5-tile placement (to grab a bonus Food resource, or deny a Lux to the AI), so be it. Never deny yourself a good city-spot just because it does not fit into your standard placement scheme. This is the most important rule.
2. However, it's usually not a great idea to chase that perfect spot halfway across the continent, so there's actually an art to placing cities in the early-game.
3. Strict adherence to specific city placement strategies is counter-productive: if you do this, there's a chance you're not doing #1, which is bad. A common example is sticking to OCP for aesthetic reasons. A less common example is camp-building; oftentimes your starting location simply does not support multiple camp cities. Similarly with blindly Ralphing, or 3-tile spacing.
4. The second-most important consideration after #1 is a projection of tile when your cities reach size 12. You want each city to have access to 12 good tiles, and no more, because Hospitals are too far away to incorporate size 13+ cities into your city placement strategy (in other words, the payoff of planning for Metros is simply not worth it). On average, this implies something close to a 3-tile city-placement strategy, but keep in mind point #1.
5. A continuation of #3 above: it's okay not to disband camps if they prove useful throughout the Medieval era, or even into the Industrial era. If this occurs, it's probably because your city placement around the camp was not as good as it could have been. Just because a city is two tiles away from another does not mean it should be disbanded ASAP.
6. If the situation does call for 2-tile spacing at numerous spots (ICS), it's usually better to expand further out then backfill for the 2-tile cities. ICS-ing right from the start, you'll find yourself with very little land (i.e. tiles), and probably lacking a Strategic resource or three.
7. Coastal city-sites are good candidates for close city-spacing. It's often easy to forget that, with Harbors, all those Coast and Sea tiles can be just as useful as land tiles.
The huts are camps. The important thing is to note what Dom mentioned. All of these layouts are just guidelines. You have to gain some experience and make adjustments. Terrain and food/shields will make you adjust. Now with AG trait, you can alter your requirements if you have the requiste rivers.
What I usually try to do is to forget about this Maltese cross city layout and imagine that each city works 3x4 rectangle. Then I try to layout these 3x4s with no overlap so that all land squares are worked. Rectangles are much easier to tile up together.
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This brings up another question, what to do at the coast. Do you try to stake out as much water as possible, or keep a number of land tiles per city?
Visit First Cultural Industries There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
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