I almost always have six spaces between cities.
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I get cities as far apart as I can without wasting land between them. Although this plan sometimes fails due to preferable city location and problem coastlines.
Most cities normally have space to expand at least twice.One day Canada will rule the world, and then we'll all be sorry.
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From your votes and comments I think 6 spaces is actually the best compromise between speed in the earlier part of the game and growth in the later part.Originally posted by Oerdin
I almost always have six spaces between cities.
"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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As far as I am concerned I try to leave the maximum space between my cities (but I think I will now opt for 6 tiles) but I build a city a bit closer (though I don't like it) or move a settler further away if there is a better location.Originally posted by HuangShang
so all u people do base city location on spacing, i do solely on geo and goods

"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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Actually every city i place is relative to the tile its on, then the tiles surrounding it and then how long the city is going to be there. Obviously if i base my capital on swampland its safer to only give it the chance to expand twice. I *always* make sure my city is on top of the most food productive tile in the neighbourhood, so it collects 100% from that tile every turn. Theres alot to be said to fitting each city into a jigsaw too(terrain permitting). I ignore goods for city placement, unless its goodmod, especially poppies and potatoes etc.
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Spacing is very important but making sure you city is built on a river and next to the ocean is even more important. By and large I ignore the trade goods since they are mostly a waste of time and money; you almost never make enough profit from them to recoupe your intial investment so why bother?Originally posted by HuangShang
so all u people do base city location on spacing, i do solely on geo and goodsTry http://wordforge.net/index.php for discussion and debate.
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Spacing and tesselation were possible. I'll sometimes even leave a space for a city and wait until I can terraform the land the city square will be on (such as if mountains or desert).Originally posted by HuangShang
so all u people do base city location on spacing, i do solely on geo and goodsOne day Canada will rule the world, and then we'll all be sorry.
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4 or 5 I think. Depends on the terrain.Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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Depends on whether you have the Unit Updater code on your setup. That makes trade a lot more important.Originally posted by Oerdin
By and large I ignore the trade goods since they are mostly a waste of time and money; you almost never make enough profit from them to recoupe your intial investment so why bother?
Generally, I go with approx. 4, but I do not obsess with it either - whatever seems right at the moment.Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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I have already heard about the unit updater code Hexagonian, can it work for the SAP2? Is it possible to implement it into this mod? I haven't tested the cradle mod yet, I have installed it but I really like to play a game which is as close as possible to the original one, and the possibility to update units would be a major improvement of CtP2 as it would ease what is currently a burden (producing new units, moving them to garrison cities and removing older ones is a real pain when you are close to the end of a game when you have many cities and units).Originally posted by hexagonian
Depends on whether you have the Unit Updater code on your setup. That makes trade a lot more important.
"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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Why bother removing old units. They hardly eat into your production, plus I find them useful for probing enemy defences.Originally posted by Tamerlin
(producing new units, moving them to garrison cities and removing older ones is a real pain when you are close to the end of a game when you have many cities and units).
One day Canada will rule the world, and then we'll all be sorry.
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Around 1000 AD I generally don't have ennemies on the same continent as my empire, if I had to use older units to probe into ennemy territory I would have to use my transports for them instead of carrying the units needed to invade my ennemie's country. A loss of place and time which is not worth the deal when you have spies that can be used several times to study the defense of the targetted cities. Before I have conquered my continent, I actually use the older units to probe the territory of my ennemies and weaken them a bit before attacking with my "real" army.Originally posted by Sagacious Dolphin
Why bother removing old units. They hardly eat into your production, plus I find them useful for probing enemy defences.
Later, as those units are useless I prefer to remove them from the game even if the production cost is not really worth bothering, it makes more room for the modern units.
"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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