I was thinking about this a bit, but since my vision hasn't really recovered yet after lasik surgery, I haven't had a chance to try it. But perhaps those of you who are sighted can give it a go....
Anyway, as a matter of personal taste, I tend to prefer larger mega-cities that can work every available tile in the fat X over a cluster of smaller 8-13 pop cities that run out of places to support more people. Of course, building your initial cities with such extravagant size in mind is not necessarily the most efficient way to expand, since it’ll be millennia (literally!) before you’ll be able to grow your cities so large. Therefore, packing in cities closer than the 3-square-perfect-X-mesh pattern seems to be a crucial element of successful early growth and domination.
Before 1.29f, you were pretty much stuck with whatever cities you owned unless you starved them down or razed them. Although it’s now easier to simply abandon them, doing so will cause you to lose the resident population and, more importantly, any ancient culture “cash cows” you’ve built in them. After all, the temple you built in 3700BC generates a boatload more culture *each turn* than does the new-fangled one you’ve built in your replacement mega-city site across the river. Even for those who dismiss culture with a haughty snort, you've got to have a lot of culture to defend against potential flips and keep your borders growing. The older a lost culture-generator is, the greater the impact on your overall culture production.
So that’s the problem, as I see it. You can build your cities optimally for the early game (i.e., with 6-8 squares of prime real estate) or the late game (minimal overlap), but not both (well, you can sort of mix and match, but that’s not really optimal for anything). If you build for the early game, you can remove and rebuild later, but you’ll be destroying critical culture generators in the process. Also, for the sentimental builders, it just might be too painful to abandon your ancient palace and move into some gaudy new mansion in Capital City.
I thought about the real world for a little bit (gasp!), and found that not all of the big metropolises in the world grew from ancient cities, and not all the ancient cities were paved over to make way for the new ones. I thought of the “Quaint Old Village” that almost every country seems to have, something tucked away on the outskirts of a sprawling megalopolis that serves as a reminder of days gone by. You know, the little town of 1,000 people with a 500-year old church or the crumbling remains of an ancient coliseum.
So then I thought that perhaps this approach would work well in CivIII. Build your initial cities packed in tight to maximize the use of prime tiles and allow for greater initial expansion (as well laying foundations for ancient culture-producing structures). As time goes by and your empire grows larger, you can begin “migrating” workers and settlers away from some of the smaller “ancient” cities to the bright lights and busy streets of newer metropolises. Once you get the city down to 1 or 2 pop points, stabilize its growth (which could easily be done with one or two of the least productive tiles available), set it to produce wealth (or some other non-critical, long-term project) and let it serve as source of national identity and pride (as well as a nice tourist attraction). The surrounding metropolises will be able to work all the other good tiles and become production and resource powerhouses, while the Quaint Old Villages are still cranking out the culture.
Anyway, that’s my $.02 on the matter. I can’t wait to be able to see again so I can try it out, but if anyone else gets a chance to (or has used this strategy before), feedback’s appreciated.
Anyway, as a matter of personal taste, I tend to prefer larger mega-cities that can work every available tile in the fat X over a cluster of smaller 8-13 pop cities that run out of places to support more people. Of course, building your initial cities with such extravagant size in mind is not necessarily the most efficient way to expand, since it’ll be millennia (literally!) before you’ll be able to grow your cities so large. Therefore, packing in cities closer than the 3-square-perfect-X-mesh pattern seems to be a crucial element of successful early growth and domination.
Before 1.29f, you were pretty much stuck with whatever cities you owned unless you starved them down or razed them. Although it’s now easier to simply abandon them, doing so will cause you to lose the resident population and, more importantly, any ancient culture “cash cows” you’ve built in them. After all, the temple you built in 3700BC generates a boatload more culture *each turn* than does the new-fangled one you’ve built in your replacement mega-city site across the river. Even for those who dismiss culture with a haughty snort, you've got to have a lot of culture to defend against potential flips and keep your borders growing. The older a lost culture-generator is, the greater the impact on your overall culture production.
So that’s the problem, as I see it. You can build your cities optimally for the early game (i.e., with 6-8 squares of prime real estate) or the late game (minimal overlap), but not both (well, you can sort of mix and match, but that’s not really optimal for anything). If you build for the early game, you can remove and rebuild later, but you’ll be destroying critical culture generators in the process. Also, for the sentimental builders, it just might be too painful to abandon your ancient palace and move into some gaudy new mansion in Capital City.
I thought about the real world for a little bit (gasp!), and found that not all of the big metropolises in the world grew from ancient cities, and not all the ancient cities were paved over to make way for the new ones. I thought of the “Quaint Old Village” that almost every country seems to have, something tucked away on the outskirts of a sprawling megalopolis that serves as a reminder of days gone by. You know, the little town of 1,000 people with a 500-year old church or the crumbling remains of an ancient coliseum.
So then I thought that perhaps this approach would work well in CivIII. Build your initial cities packed in tight to maximize the use of prime tiles and allow for greater initial expansion (as well laying foundations for ancient culture-producing structures). As time goes by and your empire grows larger, you can begin “migrating” workers and settlers away from some of the smaller “ancient” cities to the bright lights and busy streets of newer metropolises. Once you get the city down to 1 or 2 pop points, stabilize its growth (which could easily be done with one or two of the least productive tiles available), set it to produce wealth (or some other non-critical, long-term project) and let it serve as source of national identity and pride (as well as a nice tourist attraction). The surrounding metropolises will be able to work all the other good tiles and become production and resource powerhouses, while the Quaint Old Villages are still cranking out the culture.
Anyway, that’s my $.02 on the matter. I can’t wait to be able to see again so I can try it out, but if anyone else gets a chance to (or has used this strategy before), feedback’s appreciated.
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