I have tried tight spacing, AFTER I build my cities as far apart as possible. I go back in and fill in my core areas with more cities to maximize production.
This however doesn't make the argument AGAINST hospitals.
And yes, my argument with regards to luxury was that if you expand far and wide, you get more luxuries and strategic resources under your control. That is the argument I AM MAKING. This nullifies to some extent, concern that having large cities will cost you in the late game because of the need to acquire more resources. I mean, if you plan ahead to begin with, you'd grab those resources, instead of diddlying in your little corner getting that spacing just right. It's a waste of time.
As you've so eloquently noted, the time before hospitals is most important. So I fail to see why having to deal with discontentment after hospitals is such an issue.
If you have exapnd quickly enough and far enough, your empire will be quite formidable and there stands a good chance of eithing having enough luxuries or being able to take them for force.
Tight spacing in the early game slows down expansion. It's suicide to get a perfect tightly spaced empire in a corner of the cotninent if you can Rex out and cut off your enemy's expansion. You can pop out settlers later to fill in low curroption eras where tighter spacing may yield higher initial production.
That said, you still fail to consider the costs of spacing tightly in terms of settlers needed, and the corruption costs faced when two cities till the same soil instead of 1. One of the two cities will get higher corruption. It always happens. And you loose even more in terms of multiplier effects of improvement and wonders. A city that can till all the squares around it with a Newtons, Seti, library, bank, market, exchange, will is far more productive, even before hospitals that one that might have to share with another city.
There are trade offs in terms of growth tiles. Two cities might have to share high food producing tiles, slowing down both their growth rates. There are so many anciallry costs that you have not considered. It's a cost if your high science and tax core cities hit size 12 several turns late because they don't have enough growth tiles to get them there fast enough. And with the multiplier effects of libraries, univ, market and banks, it could well add up to a tech lead. It's hard to quantify when you are using the strategy, but if you step back, it's yet another trade off you are ignoring. The fact that core cities can be more tightly packed with overlapping tiles is fine by me. I always play like that. But a whole game built on no hospitals, tight spacing, is rather idiotic.
Just my thoughts
This however doesn't make the argument AGAINST hospitals.
And yes, my argument with regards to luxury was that if you expand far and wide, you get more luxuries and strategic resources under your control. That is the argument I AM MAKING. This nullifies to some extent, concern that having large cities will cost you in the late game because of the need to acquire more resources. I mean, if you plan ahead to begin with, you'd grab those resources, instead of diddlying in your little corner getting that spacing just right. It's a waste of time.
As you've so eloquently noted, the time before hospitals is most important. So I fail to see why having to deal with discontentment after hospitals is such an issue.
If you have exapnd quickly enough and far enough, your empire will be quite formidable and there stands a good chance of eithing having enough luxuries or being able to take them for force.
Tight spacing in the early game slows down expansion. It's suicide to get a perfect tightly spaced empire in a corner of the cotninent if you can Rex out and cut off your enemy's expansion. You can pop out settlers later to fill in low curroption eras where tighter spacing may yield higher initial production.
That said, you still fail to consider the costs of spacing tightly in terms of settlers needed, and the corruption costs faced when two cities till the same soil instead of 1. One of the two cities will get higher corruption. It always happens. And you loose even more in terms of multiplier effects of improvement and wonders. A city that can till all the squares around it with a Newtons, Seti, library, bank, market, exchange, will is far more productive, even before hospitals that one that might have to share with another city.
There are trade offs in terms of growth tiles. Two cities might have to share high food producing tiles, slowing down both their growth rates. There are so many anciallry costs that you have not considered. It's a cost if your high science and tax core cities hit size 12 several turns late because they don't have enough growth tiles to get them there fast enough. And with the multiplier effects of libraries, univ, market and banks, it could well add up to a tech lead. It's hard to quantify when you are using the strategy, but if you step back, it's yet another trade off you are ignoring. The fact that core cities can be more tightly packed with overlapping tiles is fine by me. I always play like that. But a whole game built on no hospitals, tight spacing, is rather idiotic.
Just my thoughts
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