city spacing what is too close for you?

Yeah fine. You'll never work every tile because even if you go tall you'll have specialist slots filled which are better!

Unless you're the Dutch, Indians or Aztecs. You might have some size 80 plus cities then I suppose.
 
Depends on map size and resources available at the location.

In general 4 tiles is pretty close but fine if there are two spectacular city locations.

It's okay. Most of the game (if ever) you will never get enough population to work a full 3-tile ring on cities. So actually, having too much spacing is waste most of the game.

It's not about using every tile. The problem is that any city has only so many good tiles, they'll start using eachothers luxuries, strategic resources and river tiles pretty soon.
 
It's so situational I can't think of anything to say that would simplify or standardize the decision process for ideal city placement distance.

TL;DR: depends
 
The age old reply of 'it depends' stands true here as there is no catch all answer but only general situational guidance.

As a guideline i tend to try to initially found cities with at least 2 luxury resources within it's 3 tile ring that are not already within the ring of previously founded cities which tends to keep my cities at least 6 tiles apart but not too far apart that there are huge gaps in my borders as a continuous border prevent the AI's just plopping random cities in the middle of your empire.

If i can found a potentially huge city 6 tiles from any nearby city but that would mean i only get 1 resource instead of founding that city 5 tiles away and obtaining 2 resources i will found it 5 tiles away or even 4 although 4 tiles i generally consider too close really.
Having said that in my current game i founded a satellite city 4 tiles from my capital to obtain a marble and 6 iron resource node which i would be able to obtain with my capital and i couldn't found it further away due to a mountain range so while i wouldn't generally plan for a city 4 tiles away i will happily build one 4 tiles away if i deem it to be worth it.

It also depends on your general strategy. If your going for a liberty land grab/city spam style of empire then you will likely have lots of smaller cities due to early to mid game unhappiness issues so keeping them closer means you can start building roads earlier and can quickly grab more shared resource tiles that multiple cities can use depending on need to compensate for reduce border growth.

If your going for a small and tall tradition style empire then you want to try to space them further apart to give each city the maximum number of workable tiles for the high pop you should eventually have and because you should have rapid border expansion so should fill in any border gaps quite quickly.

Again though you need to be flexible and use those as general guides. In BNW the old ICS style of build a block of cities all 4 tiles apart isn't that effective if some of those cities are purely space fillers.i.e. don't obtain any new resources as they simply become a drain on your empire until at least the mid to late game so in the early game where your usually playing catch up anyway you are only making the hill steeper. If the city at least obtains a new resource you can then at least use that resource to remove some of the penalties from building new cities such as selling it so you can purchase buildings you need etc.

If your going tall then discover a big clump of a strategic resource just outside your border range like a clump of iron nodes then it can be feasible to plant a satellite city at 4 tile range if needs be.e.g. your blocked in by terrain or other cities.

So in summary look at the potential city spot and what you will obtain by planting it...
  • strategic location (it could give you access to the sea so you can build ships, create a choke point or just create a heavily defensible barrier with an aggressive neighbour
  • potential gold income (early game this also means being able to send a trade routes either to a nearby neighbour or simply gaining access to sea routes)
  • access to resources
  • will it be able to grow
  • does it need to grow
  • will it interfere with any other cities
  • does it have a good chance of providing you with future resources (oil and uranium are often most common in traditionally poor city locations such as tundra or desert)
  • etc

then weigh that against any negatives you might get...
  • will it annoy your neighbours
  • do care if it annoys your neighbours, may actually want it to annoy your neighbours.e.g. provoke them into DoW you or to ensure they don't obtain a resource.
  • each city increases your social policy cost and tech cost as well as being a general drain on empire happiness
  • if it also won't produce a lot of gold then any building you may need to build to make it worthwhile may also be a drain on your gold income
  • will it be vulnerable to attack
  • etc
 
The age old reply of 'it depends' stands true here as there is no catch all answer but only general situational guidance.

As a guideline i tend to try to initially found cities with at least 2 luxury resources within it's 3 tile ring that are not already within the ring of previously founded cities which tends to keep my cities at least 6 tiles apart but not too far apart that there are huge gaps in my borders as a continuous border prevent the AI's just plopping random cities in the middle of your empire.

If i can found a potentially huge city 6 tiles from any nearby city but that would mean i only get 1 resource instead of founding that city 5 tiles away and obtaining 2 resources i will found it 5 tiles away or even 4 although 4 tiles i generally consider too close really.
Having said that in my current game i founded a satellite city 4 tiles from my capital to obtain a marble and 6 iron resource node which i would be able to obtain with my capital and i couldn't found it further away due to a mountain range so while i wouldn't generally plan for a city 4 tiles away i will happily build one 4 tiles away if i deem it to be worth it.

It also depends on your general strategy. If your going for a liberty land grab/city spam style of empire then you will likely have lots of smaller cities due to early to mid game unhappiness issues so keeping them closer means you can start building roads earlier and can quickly grab more shared resource tiles that multiple cities can use depending on need to compensate for reduce border growth.

If your going for a small and tall tradition style empire then you want to try to space them further apart to give each city the maximum number of workable tiles for the high pop you should eventually have and because you should have rapid border expansion so should fill in any border gaps quite quickly.

Again though you need to be flexible and use those as general guides. In BNW the old ICS style of build a block of cities all 4 tiles apart isn't that effective if some of those cities are purely space fillers.i.e. don't obtain any new resources as they simply become a drain on your empire until at least the mid to late game so in the early game where your usually playing catch up anyway you are only making the hill steeper. If the city at least obtains a new resource you can then at least use that resource to remove some of the penalties from building new cities such as selling it so you can purchase buildings you need etc.

If your going tall then discover a big clump of a strategic resource just outside your border range like a clump of iron nodes then it can be feasible to plant a satellite city at 4 tile range if needs be.e.g. your blocked in by terrain or other cities.

So in summary look at the potential city spot and what you will obtain by planting it...
  • strategic location (it could give you access to the sea so you can build ships, create a choke point or just create a heavily defensible barrier with an aggressive neighbour
  • potential gold income (early game this also means being able to send a trade routes either to a nearby neighbour or simply gaining access to sea routes)
  • access to resources
  • will it be able to grow
  • does it need to grow
  • will it interfere with any other cities
  • does it have a good chance of providing you with future resources (oil and uranium are often most common in traditionally poor city locations such as tundra or desert)
  • etc

then weigh that against any negatives you might get...
  • will it annoy your neighbours
  • do care if it annoys your neighbours, may actually want it to annoy your neighbours.e.g. provoke them into DoW you or to ensure they don't obtain a resource.
  • each city increases your social policy cost and tech cost as well as being a general drain on empire happiness
  • if it also won't produce a lot of gold then any building you may need to build to make it worthwhile may also be a drain on your gold income
  • will it be vulnerable to attack
  • etc

TL;DR: depends

... okay sorry

So in summary look at the potential city spot and what you will obtain by planting it...

Is a pretty good summary of all of it actually. The whole game, really, and 90% of the questions asked here. Just picking a specific goal, then optimizing your path to it, do that well and you'll be a deity level player in no time.
 
I like to plan them with 4 tiles between, but depending on the situation, I can sometimes go 3, 5 or 6.
 
If placed properly, 4 tile placement can be okay; but normally it's better for an empire if they are further apart from that. The problem isn't so much tiles overlap but the opposite side of the same coin : Namely there being a key resource just outside of where your outer most city in the area can ever work.

There are two main cases: standard 4 city : In this case the best places is the 4 best city sites you are aware of at the time regardless of whatever distance that is (as long as you can defend them all)

Liberty wide : In this case what you are after it to have all nearby key tiles workable by some city and for happiness reasons this is also generally whatever placement allows the key tiles to be worked in as few cities as possible.

But the AI is extremely bad on its own placement when it does the min allowed city placement which is the main reason why I modded my own game to increase the min distance by one.
 
You are missing one important point: the game is more fun the more space there is between cities. Hexes and 1UPT are meant for that, but Shafer did not have the vision to go for it (or the time). If you increase the variable to 4 or 5 (it's 3 by default), a lot of interesting things start to happen, mainly some "better" tactical AI (both in the sense that it performs better with more maneuver room, and that player cannot abuse the killing corridors made out of close cities).

I tested this many times, and it really provides for a better game.
 
Religious Pressure can also be a factor to consider when choosing city locations.

I have taken to trying to stick to 5 hex spacing between cites. That way when I do my count on the map to find that 6th hex that gives me sort of my base spot to look at then I check the next 1-2 hex rings for "perfect" or even better spots. The the 2nd hex ring is in the direction of my current empire. Which would leave 3 hexes between cities. My factors in looking for cities are:

01. Next to a river. (Garden, Hydro Plant.)
02. Coastal. (Lighthouse + Trade) Also check for Ice if the city is near a polar region.
03. Next to a lake. (Garden)
04. Hill / Flat - Here I am deciding if the +1 hammer and defense is worth giving up the windmill.
05. Mountain Proximity (Observatory / Machu Picchu / Neuschwanstein)
06. Hammer potential
07. Luxury Resources
08. Bonus & Strategic Resources
09. Trade Routes.
10. Neighbors.

Now the order isn't the same as how I weight the factors. Usually Coastal is weighted highest. Mainly because if I am 1 hex off the coast that is a ton of hexes that can't get the benefit of the Lighthouse. I also prefer to have at least one coastal city on either side of a continent when playing Continents VS. Pangaea.
 
I usually don't have a too close city spacing. I have built cities 4 tiles away sometimes with no problems since 4 tiles is the closest you can have 2 cities.
 
You are missing one important point: the game is more fun the more space there is between cities. Hexes and 1UPT are meant for that, but Shafer did not have the vision to go for it (or the time). If you increase the variable to 4 or 5 (it's 3 by default), a lot of interesting things start to happen, mainly some "better" tactical AI (both in the sense that it performs better with more maneuver room, and that player cannot abuse the killing corridors made out of close cities).

I tested this many times, and it really provides for a better game.

I will agree that 4 is a better game overall.
However it appears that scripts regarding resource placement would need to be altered to make it 5.

I see away too many land masses where some of the key tiles would be permanently unworkable by any city at 5 no matter where you place the cities ; especially because of really bad city state placement. (It would be great if city states could block less of an area than major civ cities)
 
I dislike having any hard and fast rule for this, especially when Civ5 made it that some cities are impossible to raze. It's quite possible for a city state to spawn such that you will never ever have any viable cities of your own along a coast. That's just irritating, when it could be your only available patch of coast.

To answer the OP's question, again, it's completely variable. I personally lean towards the lower end of the bound, I'll happily space them 4 tiles apart, and constantly shuffle tiles between the two cities. I care less about long-term advantages once cities are in the size 30s, and more about the snowball: if settling closer lets me develop faster while still obtaining whatever strategic benefits I settled for in the first place (aka luxuries, river tiles, hills), then I'll do it. I'm not fussed, I usually start working specialists in the mid-teens anyway.
 
4 (or 5, if you don't have any AI faction around you) is good for space between cities.
 
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