UGO
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - General Discussions

Notices

Reply
 
Thread Tools
Old Nov 30, 2005, 03:48 AM   #1
panzooka
Prince
 
panzooka's Avatar
 
Join Date: Jul 2005
Posts: 433
city placement template

plan to maximise number of cities u can place on your land, while not overlaping workable tiles. i've come up with these.

feel free to add your design

1. nice easy square


2. only 3 tiles in center

beware if friendly AI send settler to the center

3. tilted square

beware if friendly AI send settler to the center

4. hybrid



it doesnt matter how big your culture border is, the only workable tiles are the 20 tiles around your cities, but, u can still get bonus from resources (healthiness, happiness only) inside your culture border but not within working range of your cities. so its best to place cities that it can have many
resources(any kind) in these 18 tiles, because resources have the biggest yields when improoved.

and have less unworkable tiles, namely desert, peaks, ice, thundra, in these 20 tiles

and less unhealtiness tiles, flood plain, jungles are ok, because u can chop it down with iron work.


knowing which tiles are unworked is important, so u dont have to improove the tile with your worker, and feel free to cut down forests on unworked tile

build cities according to your situation, u can have 1 or 2 tiles overlaping, it doesnt hurt that bad.

Last edited by panzooka; Nov 30, 2005 at 07:46 AM.
panzooka is offline   Reply With Quote
Old Nov 30, 2005, 04:23 AM   #2
Philips beard
Prince
 
Join Date: Sep 2003
Location: Norseman
Posts: 524
Nice!

But one thing about CIV4 compared to CIV3, is that cities by water has increased importance, so sometimes I feel I have to place my cities in a less perfect system, regarding to overlapping/unworkable tiles.....
Philips beard is offline   Reply With Quote
Old Nov 30, 2005, 05:42 AM   #3
panzooka
Prince
 
panzooka's Avatar
 
Join Date: Jul 2005
Posts: 433
yes indeed, i always trying to place city with fresh water, best if its even coastal
panzooka is offline   Reply With Quote
Old Nov 30, 2005, 05:58 AM   #4
André Alfenaar
Warlord
 
Join Date: Oct 2002
Posts: 126
You don't need to work every available tile. In fact you shouldn't. Only build cities on important locations and let culture do the rest.
André Alfenaar is offline   Reply With Quote
Old Nov 30, 2005, 06:18 AM   #5
Philips beard
Prince
 
Join Date: Sep 2003
Location: Norseman
Posts: 524
Of course you don't have to, but I hate to waste land, and then reduce the possible amount of cities, without overlapping, on the map... I always play crowded maps to, and that makes this even more important, I think....
Philips beard is offline   Reply With Quote
Old Nov 30, 2005, 06:35 AM   #6
panzooka
Prince
 
panzooka's Avatar
 
Join Date: Jul 2005
Posts: 433
if u have overlaping tiles, it means your cities have less potential.
if u left lands unworked, it means u have wasted some space, which result in cities placed more farther apart, cost more money, and takes longer for your troops to arrive.

culture doesnt mean your cities can work more tiles, the maximum number of workable tile is 20.

Last edited by panzooka; Nov 30, 2005 at 07:46 AM.
panzooka is offline   Reply With Quote
Old Nov 30, 2005, 06:53 AM   #7
rainmaker
Warlord
 
Join Date: Jun 2003
Location: Merritt Island, Florida
Posts: 186
So far I have been concentrating on placing my cities on order to include the maximum amount of resources. To get a fish or horse resource I will give up several non resource tiles.

Don't forget in civ 4 you no longer can work all tiles. So if you include mountain or desert tiles they are useless producers.
rainmaker is offline   Reply With Quote
Old Nov 30, 2005, 07:10 AM   #8
Philips beard
Prince
 
Join Date: Sep 2003
Location: Norseman
Posts: 524
Yep, that's true, but remember that desert tiles suddenly becomes attractive if oil pops up......
Philips beard is offline   Reply With Quote
Old Nov 30, 2005, 07:11 AM   #9
Vaiks
Chieftain
 
Vaiks's Avatar
 
Join Date: Nov 2005
Location: São Paulo - SP - Brazil
Posts: 73
I agree with Philips. I dont pay too much attention to the "optimal grid" since resources are not evenly placed and the proximity of sea or lake/river should bear importance where to place the city.
Vaiks is offline   Reply With Quote
Old Nov 30, 2005, 07:40 AM   #10
Bakaroyna
Chieftain
 
Join Date: Sep 2005
Posts: 38
Images: 2
Quote:
Originally Posted by panzooka
if u have overlaping tiles, it means your cities have less potential.
if u left lands unworked, it means u have wasted some space, which result in cities placed more farther apart, cost more money, and takes longer for your troops to arrive.

culture doesnt mean your cities can work more tiles, the maximum number of workable tile is 18.
Call me crazy,but aren't there 20 workable tiles surrounding a city?
Bakaroyna is offline   Reply With Quote
Old Nov 30, 2005, 07:45 AM   #11
panzooka
Prince
 
panzooka's Avatar
 
Join Date: Jul 2005
Posts: 433
ah, sorry lol, stupid my head must have fell off or something, i go fix the figure now
panzooka is offline   Reply With Quote
Old Nov 30, 2005, 09:14 AM   #12
rainmaker
Warlord
 
Join Date: Jun 2003
Location: Merritt Island, Florida
Posts: 186
Quote:
Originally Posted by Philips beard
Yep, that's true, but remember that desert tiles suddenly becomes attractive if oil pops up......
But oil doesn't need to be in your city tiles. As long as it's in your culture boarders your're ok.
rainmaker is offline   Reply With Quote
Old Nov 30, 2005, 09:44 AM   #13
Bakaroyna
Chieftain
 
Join Date: Sep 2005
Posts: 38
Images: 2
Quote:
Originally Posted by rainmaker
But oil doesn't need to be in your city tiles. As long as it's in your culture boarders your're ok.
Yeah, but if you're working an oil square (with the oil drills), you get a nice production and economic bonus
Bakaroyna is offline   Reply With Quote
Old Nov 30, 2005, 11:07 AM   #14
eg577
Warlord
 
Join Date: May 2002
Posts: 210
I don't mean to sound critical, but I think I became a better civer when I stopped drawing pictures like these and caring about overlap. Overlap doesn't matter since you never need every tile. By the time cities grow that big the game is already decided.

Good tiles aren't evenly spread throughout the landscape; they tend to come in clumps. If you spread out like this then you will end up with cities who have more good tiles than they will ever need.
eg577 is offline   Reply With Quote
Old Nov 30, 2005, 11:17 AM   #15
SygmaZero
Chieftain
 
Join Date: Oct 2005
Location: Downingtown, PA
Posts: 25
I've never run into the problem of "having too many good tiles" in any given city. Especially with the focus on less cities overall but more specialized. The more special resources a city has the more dominant and critical it will be in winning the game... I don't understand how it could ever be a bad thing.
SygmaZero is offline   Reply With Quote
Old Nov 30, 2005, 11:36 AM   #16
Nilrim
Warlord
 
Join Date: Oct 2005
Location: San Diego
Posts: 255
One thing to be careful of with lakes is you can't get Light House so no way of upping the output. I try to avoid locations with more then a couple of lake tiles inside the sweet 20.
Nilrim is offline   Reply With Quote
Old Nov 30, 2005, 12:18 PM   #17
Steelsmith
Chieftain
 
Steelsmith's Avatar
 
Join Date: Nov 2005
Posts: 48
This is the pattern I always used to shoot for in Civ III. This covers every square, with minimum (but some) overlap. This pattern allows 20 squares to be worked per city, including the city tile, and ensures every square is workable.

Click image for larger version

Name:	min_overlap.JPG
Views:	1304
Size:	19.8 KB
ID:	105819

As has been remarked, getting an exact build pattern isn't really the most important consideration, especially in Civ4, since it's no longer the case that more cities is always better. But for some reason it just irks me to have good tiles that aren't worked by any city, so this is still what I shoot for in general.
Steelsmith is offline   Reply With Quote
Old Nov 30, 2005, 12:33 PM   #18
KevinTMC
Utopian
 
KevinTMC's Avatar
 
Join Date: Oct 2005
Location: Georgia, USA
Posts: 120
Interesting discussion. Myself, I shoot for something like the pattern immediately above...but that is just the starting point. In Civ IV especially, I am likely to place cities a tile or two away from the "ideal" grid position if it helps me reach more resources sooner, deny strategic spots better, avoid more desert/ice tiles, et cetera.

Now if we could just get that option back (wasn't it in one of the Civ II patches?) where we could toggle the drawing of the workable-tile radius on the grid in the game itself. That was such a lifesaver...why they ever let the feature disappear?
-- Kevin
KevinTMC is offline   Reply With Quote
Old Nov 30, 2005, 12:39 PM   #19
claxer
Chieftain
 
Join Date: Oct 2005
Posts: 17
is there any way to highlight workable tiles around existing cities? i always find it a chore double checking that a new city isnt going to eat into my other cities tile space because you have to memorise where the existing cities worked tiles are then imagine the tiles which your new city would take up. I usually find that I am quite often trying to pack cities in close together to minimise waste of good tiles (eg. around river areas), being able to see these borders would be very helpful.
claxer is offline   Reply With Quote
Old Nov 30, 2005, 12:41 PM   #20
Nilrim
Warlord
 
Join Date: Oct 2005
Location: San Diego
Posts: 255
Quote:
Originally Posted by KevinTMC
Now if we could just get that option back (wasn't it in one of the Civ II patches?) where we could toggle the drawing of the workable-tile radius on the grid in the game itself. That was such a lifesaver...why they ever let the feature disappear?
-- Kevin

Oh yea I would love that feature, the turn grid on is ok but would prefer turn city grid on.
Nilrim is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - General Discussions > city placement template

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Template for City Walls hydragorgon Civ3 - Creation & Customization 4 Oct 23, 2008 06:25 AM
City Placement, City Naming and the Evolution of Languages Lokolus Civ4 - Rhye's and Fall of Civilization 8 Apr 17, 2008 09:35 AM
City Template in Excel Format BumpNsubz Civ4 - General Discussions 3 Jan 15, 2007 03:06 PM
One City Challenge - delaying city placement? syndicatedragon Civ4 - Strategy & Tips 7 Feb 11, 2006 10:39 AM
Easy City Making Template ArbitraryGuy Graphics Modpacks 6 Jun 10, 2005 07:46 AM



All times are GMT -6. The time now is 08:16 AM.


Powered by vBulletin®
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
This site is copyright © 2000 - 2009, Civilization Fanatics' Center.
Support CFC: Amazon.com | EB Games | Amazon UK | Amazon DE | Amazon CA | Amazon FR