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  • #46
    some remarks for the bigger distance:

    More fields were barbs can originate (can be good or bad)
    Longer ways for units. (again can work in both ways)

    I like to go for the 8 tiles, but often I have to 'sacrify' for faster development. Also in hill/mountain I place them closer together, they won't grow anyway...........

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    • #47
      Anything above 2 expansions (4 spaces between each city) is not worth the extra land imo. Ive completed a Gaia victory with only 10 cities before from start to finish (unmodded game) so you dont need all that extra land if your playing the AI, ive tried it with only 20 in SAP, which is (so far) impossible.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

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      • #48
        Maq,

        are you talking about the victory via the controller? You have to cover 66% of the earth to win? How did you manage? What was the map-size?

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        • #49
          I just placed forts all over in neutral terrain and placed my obelisks there
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

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          • #50
            What did you do with the captures cities? Removed from the face of earth?

            Must have been quite a while to build all the fort's

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            • #51
              If i conqered a city on a turn i told myself that i HAD to give it away to one of my allies before the end of the turn, because it would count as 11 cities and contribute to my science, therefore cheating.

              Well i built all the forts quite near the end when i had loads of PW, it was a stroke of luck there was enough space to place all the forts between the AI's, but it was a gigantic map so... in fact i still have the save somewhere, ill see if i can find it.
              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
              CtP2 AE Wiki & Modding Reference
              One way to compile the CtP2 Source Code.

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              • #52
                Would like to see it......

                But about the forts:

                You only expand the radius, if they are being buil within your old border, so how did you manage it timewise?

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                • #53
                  I was under the impression that forts could be built in any square you could see, except those in enemy territory.

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                  • #54
                    Originally posted by Gilgamensch
                    You only expand the radius, if they are being buil within your old border, so how did you manage it timewise?
                    You need a bit of foresight, you build a fort and then another one as soon as your territory expands thanks to the fort you have previously built. This is also a way to connect various parts of your empire with roads.
                    "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                    • #55
                      Actually forts can be placed anywhere on the map you can see that dont have fog of war and are neutral territory. I had the GlobeSat wonder so i could see the whole planet, thus place forts anywhere that wasnt owned.
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

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                      • #56
                        Originally posted by Gilgamensch
                        don't forget, that most of the other's here are from overcrowded countries. Take our dutch frinds here, they so used to bunch themselves, that they don't know better
                        Actually, I live in the country side, very low population density around here
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #57
                          My first two cities are usually reasonably close for defense reasons, 4-6 spaces, if possible. But after that, I find that my other early cities I am thinking less about spacing and am looking for optimum terrain, to expand borders rapidly, and to prevent the AI from expanding by placing cities at choke points such as peninsulas if possible. After that, I "fill in" the borders with cities and forts to establish the road system. Sometimes this strategy works for me, sometimes it doesn't.
                          "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                          • #58
                            Found it
                            Attached Files
                            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                            CtP2 AE Wiki & Modding Reference
                            One way to compile the CtP2 Source Code.

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                            • #59
                              what is it?

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                              • #60
                                Its a science victory with only 10 cities.

                                It kinda points out (in the unmodded and SAP game anyway) that you dont need all the borders and its ok to overlap on the 3rd border bump (pop 19+), because the buildings and tile imps make up for the loss in resources easily. Also building cities closer together is better for defence as someone mentioned earlier in the thread.
                                Last edited by Maquiladora; January 23, 2003, 22:37.
                                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                                CtP2 AE Wiki & Modding Reference
                                One way to compile the CtP2 Source Code.

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