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.
Figure 2 is a basic base - showing ZOI and corner tiles (which are outside the ZOI).
Figure 3 is a space-on-3 (2 tiles between) base separation:
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:
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.
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.
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.
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.
[This message has been edited by lbores (edited March 03, 2001).]
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.
Figure 2 is a basic base - showing ZOI and corner tiles (which are outside the ZOI).
Figure 3 is a space-on-3 (2 tiles between) base separation:
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:
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.
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.
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.
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.
[This message has been edited by lbores (edited March 03, 2001).]
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