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  • #16
    I almost always have six spaces between cities.
    Try http://wordforge.net/index.php for discussion and debate.

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    • #17
      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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      • #18
        Originally posted by Oerdin
        I almost always have six spaces between cities.
        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.
        "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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        • #19
          so all u people do base city location on spacing, i do solely on geo and goods

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          • #20
            Originally posted by HuangShang
            so all u people do base city location on spacing, i do solely on geo and goods
            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.




            "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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            • #21
              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.

              Happy New Year almost
              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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              • #22
                Originally posted by HuangShang
                so all u people do base city location on spacing, i do solely on geo and goods
                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?
                Try http://wordforge.net/index.php for discussion and debate.

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                • #23
                  Originally posted by HuangShang
                  so all u people do base city location on spacing, i do solely on geo and goods
                  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).
                  One day Canada will rule the world, and then we'll all be sorry.

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                  • #24
                    good to see the relies

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                    • #25
                      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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                      • #26
                        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?
                        Depends on whether you have the Unit Updater code on your setup. That makes trade a lot more important.

                        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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                        • #27
                          Originally posted by hexagonian
                          Depends on whether you have the Unit Updater code on your setup. That makes trade a lot more important.
                          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).
                          "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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                          • #28
                            WaW might have it...

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                            • #29
                              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).
                              Why bother removing old units. They hardly eat into your production, plus I find them useful for probing enemy defences.
                              One day Canada will rule the world, and then we'll all be sorry.

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                              • #30
                                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.
                                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.

                                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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