Probably one of the coolest things about writing strategy notes is coming up with eye-catching titles for them here on the forums....
Anyway, I'm in the thick of a mini-tourney game that illustrates a couple of key points about 4x games in general, and I thought I'd jot them down so I can keep them from rattling around in my head so much!
The game sets up an interesting dilemma, right off the bat.
Ideal city spacing sees your cities five tiles apart, eventually leading to 21 tiles of productivity, with eventually being the key word.
Hand in hand with this is the corruption monster. Two flavors of corruption.....that caused by distance from your capitol, and that caused by total NUMBER of cities.
Imagine a spectrum of players, along an axis looking something like this:
Purists<-----0----->Borgs
To the Purist mindset, the notion of planting cities as close together as blades of grass sends shivers up one side of the spine and down the other. They want to make MASTERPIECES of cities.....ultimately, getting the full 21 tiles of production out of each one they build. They want their cities to be proud showcases of art, industry, and culture.
Contrast that to the guy residing at the other end of the spectrum who looks at his cities with a colder, less discerning, but perhaps more calculating eye. All he wants is a production center, on the thinking that more production centers = more culture, more places to build troops....more stuff in general. Hell, build the cities every other tile for all it matters....They won't grow very big, it's true, but OMG will you ever have the capacity for culture and troop production!
Most of us, fall somewhere in the middle of these two extremes, I suspect, and in fact, it would not be surprising in the least to discover that most players tend to mix and match, at least to a degree.
The main advantage that the Purist sees is one of Economies of Scale. There are advantages to being big. A big city with lossa production can crank out tanks really, really fast, for example.
The main disadvantage though, is that you have fewer places to crank all those yummy tanks out FROM, and therein lies the constant struggle. More production centers, or BIGGER production centers, cos that's what it comes down to, in the end. Cities are nice, but they are, at the end of the day, merely places for you to build troopages to smash your enemies with.
Temples and other happiness enhancers exist solely to enable you to put more workers to work building troops.
Scientific enhancers exist solely to give your workers BETTER (and increasingly expensive) troops to build.
Culture producing things exist to bump your borders, and insulate you from the dreaded flip disease when fighting.
More vs. Bigger
A good, constant debate, and when you get right down to it, they're both really debating the merits of size.
The Purist sees his size gains in having relatively fewer cities to manage, but having each of those cities being wampum big production centers.
The Borg doesn't really care how productive each of his cities are, cos while the Purist is maybe working on twenty tanks, the Borg is working on a hundred or so, and yeah, they might take a while to finish individually, but with so many in production, he'll likely be getting at least some every single turn.
In the end, does it matter?
You bet it matters.
I would contend that neither approach, if played to its extreme, gets the absolute most mileage out of the game.
If you want to excel, you need both. You need "killing fields" of lossa little towns that exist for four reasons: Temple, Barracks, Library and Troops. The two cultural builds will ensure that they're not easy flip targets, the barracks and troops are for obvious reasons.
And you also need proud centers of commerce, science, and industry.
Have either one or the other exclusively, and you'll do well, sure....for a while.
Mix it up, listening to your instincts and according to the signals the game sends your way via the lay of the land you find yourself in, and you almost can't HELP but do better, and hey....once you've got the world in your pocket, if you feel like tidying up a bit and nixing some of your too-close towns....by all means, thin the herd.
Cities are, essentially factories.
They have employees (population points), jobs to do (building stuff), and even vending machines (food production?). Each city = a lil' factory out doing its thing. Now, sometimes you want a big, mammoth factory to handle really big jobs, but, as our own modern economy continues to illustrate for us, the notion of cellular manufacturing is strong, and sometimes, for some jobs, a little factory is better and more effective than a big one. Nowhere is this more true than in the ancient age.
Why?
Simply put, troops are cheap! Small cities without much production can build ancient age troops pretty quickly, and as we all know, getting a horde of swordsmen, archers, and horsemen together in the ancient age and opening up a big ol' can of whoop a$$ on all your nearby opponents is a very good way to get yourself off to a strong start.
The more cities you have to work with then, the faster you can accomplish this goal.
Yikes! And it's after six and time for me to head home, so more on this later, but the crux of the post is this:
Either way you look at it, and no matter how you slice it....size *does* matter!
-=Vel=-
Anyway, I'm in the thick of a mini-tourney game that illustrates a couple of key points about 4x games in general, and I thought I'd jot them down so I can keep them from rattling around in my head so much!
The game sets up an interesting dilemma, right off the bat.
Ideal city spacing sees your cities five tiles apart, eventually leading to 21 tiles of productivity, with eventually being the key word.
Hand in hand with this is the corruption monster. Two flavors of corruption.....that caused by distance from your capitol, and that caused by total NUMBER of cities.
Imagine a spectrum of players, along an axis looking something like this:
To the Purist mindset, the notion of planting cities as close together as blades of grass sends shivers up one side of the spine and down the other. They want to make MASTERPIECES of cities.....ultimately, getting the full 21 tiles of production out of each one they build. They want their cities to be proud showcases of art, industry, and culture.
Contrast that to the guy residing at the other end of the spectrum who looks at his cities with a colder, less discerning, but perhaps more calculating eye. All he wants is a production center, on the thinking that more production centers = more culture, more places to build troops....more stuff in general. Hell, build the cities every other tile for all it matters....They won't grow very big, it's true, but OMG will you ever have the capacity for culture and troop production!
Most of us, fall somewhere in the middle of these two extremes, I suspect, and in fact, it would not be surprising in the least to discover that most players tend to mix and match, at least to a degree.
The main advantage that the Purist sees is one of Economies of Scale. There are advantages to being big. A big city with lossa production can crank out tanks really, really fast, for example.
The main disadvantage though, is that you have fewer places to crank all those yummy tanks out FROM, and therein lies the constant struggle. More production centers, or BIGGER production centers, cos that's what it comes down to, in the end. Cities are nice, but they are, at the end of the day, merely places for you to build troopages to smash your enemies with.
Temples and other happiness enhancers exist solely to enable you to put more workers to work building troops.
Scientific enhancers exist solely to give your workers BETTER (and increasingly expensive) troops to build.
Culture producing things exist to bump your borders, and insulate you from the dreaded flip disease when fighting.
More vs. Bigger
A good, constant debate, and when you get right down to it, they're both really debating the merits of size.
The Purist sees his size gains in having relatively fewer cities to manage, but having each of those cities being wampum big production centers.
The Borg doesn't really care how productive each of his cities are, cos while the Purist is maybe working on twenty tanks, the Borg is working on a hundred or so, and yeah, they might take a while to finish individually, but with so many in production, he'll likely be getting at least some every single turn.
In the end, does it matter?
You bet it matters.
I would contend that neither approach, if played to its extreme, gets the absolute most mileage out of the game.
If you want to excel, you need both. You need "killing fields" of lossa little towns that exist for four reasons: Temple, Barracks, Library and Troops. The two cultural builds will ensure that they're not easy flip targets, the barracks and troops are for obvious reasons.
And you also need proud centers of commerce, science, and industry.
Have either one or the other exclusively, and you'll do well, sure....for a while.
Mix it up, listening to your instincts and according to the signals the game sends your way via the lay of the land you find yourself in, and you almost can't HELP but do better, and hey....once you've got the world in your pocket, if you feel like tidying up a bit and nixing some of your too-close towns....by all means, thin the herd.
Cities are, essentially factories.
They have employees (population points), jobs to do (building stuff), and even vending machines (food production?). Each city = a lil' factory out doing its thing. Now, sometimes you want a big, mammoth factory to handle really big jobs, but, as our own modern economy continues to illustrate for us, the notion of cellular manufacturing is strong, and sometimes, for some jobs, a little factory is better and more effective than a big one. Nowhere is this more true than in the ancient age.
Why?
Simply put, troops are cheap! Small cities without much production can build ancient age troops pretty quickly, and as we all know, getting a horde of swordsmen, archers, and horsemen together in the ancient age and opening up a big ol' can of whoop a$$ on all your nearby opponents is a very good way to get yourself off to a strong start.
The more cities you have to work with then, the faster you can accomplish this goal.
Yikes! And it's after six and time for me to head home, so more on this later, but the crux of the post is this:
Either way you look at it, and no matter how you slice it....size *does* matter!
-=Vel=-
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