Here's my 2 ec:
Being a newbie, I've had my share of difficulty with base spacing.
To help myself (and others) to visualize the effect of various base spacings, I've created the attached figures and commentary:
Figure 1 is the Legend - that is what the various colored squares stand for. I've used the abbreviation ZOI to mean Zone of Influence - that is, those tiles inside the base radius.
<img src="http://www.getnet.com/~labores/5-on-a-die_legend.gif" width=288 height=218 border=0 alt="">
Figure 2 is a basic base - showing ZOI and corner tiles (which are outside the ZOI).
<img src="http://www.getnet.com/~labores/base_basic.gif" width=101 height=101 border=0 alt="">
Figure 3 is a space-on-3 (2 tiles between) base separation:
<img src="http://www.getnet.com/~labores/base_sep_3spc.gif" width=221 height=161 border=0 alt="">
Here, 4 corner tiles are outside the ZOI. Between the 6 bases - 40 squares are shared, less 12 corner squares that now fit within some bases' ZOI and are also unshared, leaving 28 tiles that could become a difficulty. In practice, using this spacing - this has not been a problem even without 'crawling'. This will probably allow growth of all to pop 6 without strain, though 'crawling' the 4 corners may be necessary for the center 2 bases. All bases are mutually supportive there being but 2 tiles separating each. With a road, a rover garrison unit could attack any threat in the same turn. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base.
Figure 4 is a space-on-4 (3 tiles between) base separation:
<img src="http://www.getnet.com/~labores/base_sep_4spc.gif" width=181 height=181 border=0 alt="">
Here 9 tiles fall outside the ZOI and 12 tiles are shared. All bases are mutually supportive there being but 3 tiles separating each. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base.
Figure 5 is the smallest practical '5-on-a-die' configuration created by dropping a 5th base onto the middle, unworked square of the above configuration.
<img src="http://www.getnet.com/~labores/5-on-a-die_2.gif" width=183 height=183 border=0 alt="">
Here, 24 tiles are shared and 8 tiles are outside the ZOI. The central base is sharing ALL of its tiles which means that it may have to 'crawl' nuts/min/enr and should probably be a specialist city.
Figure 6 illustrates a space-on-5 (4 tiles between) base separation.
<img src="http://www.getnet.com/~labores/base_sep_5spc.gif" width=201 height=201 border=0 alt="">
Here, 16 tiles are outside the ZOI. This configuration cries out for crawlers to work these tiles, especially the central 4. All bases are mutually supportive there being but 4 tiles separating each, but a rover garrison unit is reccomended. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base. This may be a good spacing to use on a large continent but is somewhat inefficient.
Figure 7 is a space-on-6 (5 tiles between or if you're using diagonal separation - 3 tiles between) base separation with a base dropped into the center to create the next practical '5-on-a-die' configuration.
<img src="http://www.getnet.com/~labores/5-on-a-die_1.gif" width=221 height=221 border=0 alt="">
Here, 24 tiles are outside the ZOI but only 8 tiles are shared. Note the light-gray tiles. These are corner tiles swapped between bases and are unshared. I see this as more efficient than Figure 6 even with the tile sharing which in this instance is inconsequential. All bases are mutually supportive there being but 5 tiles separating the corner bases and only two separating these from the central base. Placing a strong rover garrison unit at the central base provides rapid coverage for any threatened base. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base. This would be my choice spacing to use on a large continent. The bars of the T's could be used by plonking down bases so as to bring them within the new bases's ZOI's.
I would welcome comments by the experienced players out there such as Og, Dimension, et al.
<font size=1 face=Arial color=444444>[This message has been edited by lbores (edited March 03, 2001).]</font>
Being a newbie, I've had my share of difficulty with base spacing.
To help myself (and others) to visualize the effect of various base spacings, I've created the attached figures and commentary:
Figure 1 is the Legend - that is what the various colored squares stand for. I've used the abbreviation ZOI to mean Zone of Influence - that is, those tiles inside the base radius.
<img src="http://www.getnet.com/~labores/5-on-a-die_legend.gif" width=288 height=218 border=0 alt="">
Figure 2 is a basic base - showing ZOI and corner tiles (which are outside the ZOI).
<img src="http://www.getnet.com/~labores/base_basic.gif" width=101 height=101 border=0 alt="">
Figure 3 is a space-on-3 (2 tiles between) base separation:
<img src="http://www.getnet.com/~labores/base_sep_3spc.gif" width=221 height=161 border=0 alt="">
Here, 4 corner tiles are outside the ZOI. Between the 6 bases - 40 squares are shared, less 12 corner squares that now fit within some bases' ZOI and are also unshared, leaving 28 tiles that could become a difficulty. In practice, using this spacing - this has not been a problem even without 'crawling'. This will probably allow growth of all to pop 6 without strain, though 'crawling' the 4 corners may be necessary for the center 2 bases. All bases are mutually supportive there being but 2 tiles separating each. With a road, a rover garrison unit could attack any threat in the same turn. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base.
Figure 4 is a space-on-4 (3 tiles between) base separation:
<img src="http://www.getnet.com/~labores/base_sep_4spc.gif" width=181 height=181 border=0 alt="">
Here 9 tiles fall outside the ZOI and 12 tiles are shared. All bases are mutually supportive there being but 3 tiles separating each. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base.
Figure 5 is the smallest practical '5-on-a-die' configuration created by dropping a 5th base onto the middle, unworked square of the above configuration.
<img src="http://www.getnet.com/~labores/5-on-a-die_2.gif" width=183 height=183 border=0 alt="">
Here, 24 tiles are shared and 8 tiles are outside the ZOI. The central base is sharing ALL of its tiles which means that it may have to 'crawl' nuts/min/enr and should probably be a specialist city.
Figure 6 illustrates a space-on-5 (4 tiles between) base separation.
<img src="http://www.getnet.com/~labores/base_sep_5spc.gif" width=201 height=201 border=0 alt="">
Here, 16 tiles are outside the ZOI. This configuration cries out for crawlers to work these tiles, especially the central 4. All bases are mutually supportive there being but 4 tiles separating each, but a rover garrison unit is reccomended. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base. This may be a good spacing to use on a large continent but is somewhat inefficient.
Figure 7 is a space-on-6 (5 tiles between or if you're using diagonal separation - 3 tiles between) base separation with a base dropped into the center to create the next practical '5-on-a-die' configuration.
<img src="http://www.getnet.com/~labores/5-on-a-die_1.gif" width=221 height=221 border=0 alt="">
Here, 24 tiles are outside the ZOI but only 8 tiles are shared. Note the light-gray tiles. These are corner tiles swapped between bases and are unshared. I see this as more efficient than Figure 6 even with the tile sharing which in this instance is inconsequential. All bases are mutually supportive there being but 5 tiles separating the corner bases and only two separating these from the central base. Placing a strong rover garrison unit at the central base provides rapid coverage for any threatened base. If each base is dropped on a pre-placed sensor - there's plenty of warning to move troops to any threatened base. This would be my choice spacing to use on a large continent. The bars of the T's could be used by plonking down bases so as to bring them within the new bases's ZOI's.
I would welcome comments by the experienced players out there such as Og, Dimension, et al.
<font size=1 face=Arial color=444444>[This message has been edited by lbores (edited March 03, 2001).]</font>
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