InvisibleStalke
Emperor
A few weeks ago there was a thread on ICS - infinite city sprawl. Its not really possible to do in Civ4 due to the distance minimums, but it did challenge me on what would happen if I packed cities in tighter together. Previously I've been playing games where I packed cities something like this:
CITY - cottage - cottage - cottage - cottage - CITY
And because I was so picky about city sites, as often as not I ended up with dead tiles in the middle:
CITY - cottage - cottage - plains - cottage - cottage - CITY
My average distance between cities was probably around 5.5 tiles. And I thought this was optimum, going for quality cities over quantity. The thread on ICS challenged this assumption and I tried a few experiments where I would deliberately try and pack as many cities in as I could.
The end result would be something like:
CITY - cottage - cottage - CITY - cottage - cottage - CITY
Aiming for a distance of 3 tiles, although in practice terrain features like sea and mountains mean that the average was probably around 3.5.
I've also tried experimenting with wonders that help this strategy.
Option 1) Great Lighthouse. Getting +2 trade routes per coastal city is huge if you have a lot of them. And one of the ways you pack more cities in is building more coastal cities. I've started to think of the sea two tiles out as part of my land - my job is to put it all to use. I like this wonder because I can reliably get it even when I tried on immortal.
Option 2) Apolostic Palace+UofS+SpiralMinaret. This is a very potent combination - free hammers+science+gold x lots of cities. It is probably a challenge at the highest levels and really requires an Industrious leader.
Option 3) Statue of Liberty - much more potent when you have many more cities.
Option 4) Religious Shrines - spamming your own religion to more cities means more gold.
So what are the advantages of this approach:
1) The fill-in cities act as helpers to the good cities, preworking their cottages resulting in faster towns. My capital rarely works a cottage - when it has an extra population point a fill-in city hands it a preworked village or town.
2) It takes a long time into the game before you are working all the tiles around a city. Size 12-13 cities can sit side by side fairly easily. Its only when you get to size 15-20 cities that you really need all the room and start to squeeze out the smaller cities. At that stage the smaller city gets compressed a bit , but it still has a few tiles it can work and contribute more than enough to cover its costs and more.
3) You get the per-city bonuses of certain wonders as mentioned above.
4) When you get Sids Sushi (which is important to this strategy so save that Great Merchant), then you can increase the food of each fillin city enough that even if its good tiles are taken away, it can run specialists and continue to support the economy.
5) The economy is strong in wartime as more cities can generate more hammers. It is particularly strong in the renaissance when a size 8 city means three free riflemen in store. With more cities to draft from you can draft more riflemen. And you don't care too much if the fillin cities are hurting a bit from overdrafting for a while. Also because you aren't having to but up against the happy cap to get lots of tiles worked you are less damaged by war weariness than a civ that concentrates a lot on a few big cities.
The downside would appear to be the maintenance right? But I don't think it needs to be.
Phase 1 - early game.
Get your capital and a couple of helper cities nearby working. The helper cities can work cottages for the capital while it is building wonders (good time to built the Great Lighthouse or do an Oracle jump for Theology), borrow its high food tiles and take some of the defense/settler building pressure from the capital. I like having a couple of helper cities for the capital because it is your most powerful city for a long time.
Phase 2 - land capture
After the initial cities are up and you want to expand to capture good city sites, proceed as normal except leave a little more space so you can fill in cities later. You will bypass some of the spaces you intend to fill in because you want to push your borders out and capture some good sites. At this point you are expanding much as you always do being careful not to overexpand before COL and currency help support your empire.
Phase 3 - fillin
Once you reach your natural borders with the AIs, its time to fillin. I do this as I am able to - continuing the same kind of expansion rate as before but doing it inside. Effectively its like continuing to expand your borders outwards if the AIs weren't there. So maintenance increases no faster than it normally does. In fact the fillins are closer so you pay a lot less maintenance than if you took that same number of cities off the AI.
At bureaucracy I find I can increase the rate of fillin quite a bit. Also the wonders coming online more helps. 50% is my rule of thumb - if I can keep the science slider above 50% I can afford another city. I needed to get used to the slider being lower than I am used to - but because more cities are online my total science output is still very high.
Phase 4 - march to victory
Usually once I have nationalism and rifling I can switch this empire onto a total war mode and draft a very large army quickly. Then its time to expand through conquest and we can take over our continent if its rifles vs longbows. Hopefully it will be because if you have as much land as the AI but are managing it more effectively your science rate should be higher.
Failing that and you can compete for a space race with as much land as the AI. In fact with denser packing I've competed with less land than the AI - filling in both Sids Sushi and Mining Inc made my densely packed land more than competitive. I'm usually taking 3-5 turns per tech in the space race and need to switch some of my commerce cities to production as I am raking in so much cash.
I've tried this on Monarch, Emperor and won my first game ever on Immortal using this approach. It suits financial leaders and cottage economy, but Industrious and Organized are both strong too. I have not tried with a specialist economy - one variation I've been thinking about is to run specialist cities off the food tiles and then fill in cottage cities around them.
So I'm all for racking and packing my cities in tighter...
CITY - cottage - cottage - cottage - cottage - CITY
And because I was so picky about city sites, as often as not I ended up with dead tiles in the middle:
CITY - cottage - cottage - plains - cottage - cottage - CITY
My average distance between cities was probably around 5.5 tiles. And I thought this was optimum, going for quality cities over quantity. The thread on ICS challenged this assumption and I tried a few experiments where I would deliberately try and pack as many cities in as I could.
The end result would be something like:
CITY - cottage - cottage - CITY - cottage - cottage - CITY
Aiming for a distance of 3 tiles, although in practice terrain features like sea and mountains mean that the average was probably around 3.5.
I've also tried experimenting with wonders that help this strategy.
Option 1) Great Lighthouse. Getting +2 trade routes per coastal city is huge if you have a lot of them. And one of the ways you pack more cities in is building more coastal cities. I've started to think of the sea two tiles out as part of my land - my job is to put it all to use. I like this wonder because I can reliably get it even when I tried on immortal.
Option 2) Apolostic Palace+UofS+SpiralMinaret. This is a very potent combination - free hammers+science+gold x lots of cities. It is probably a challenge at the highest levels and really requires an Industrious leader.
Option 3) Statue of Liberty - much more potent when you have many more cities.
Option 4) Religious Shrines - spamming your own religion to more cities means more gold.
So what are the advantages of this approach:
1) The fill-in cities act as helpers to the good cities, preworking their cottages resulting in faster towns. My capital rarely works a cottage - when it has an extra population point a fill-in city hands it a preworked village or town.
2) It takes a long time into the game before you are working all the tiles around a city. Size 12-13 cities can sit side by side fairly easily. Its only when you get to size 15-20 cities that you really need all the room and start to squeeze out the smaller cities. At that stage the smaller city gets compressed a bit , but it still has a few tiles it can work and contribute more than enough to cover its costs and more.
3) You get the per-city bonuses of certain wonders as mentioned above.
4) When you get Sids Sushi (which is important to this strategy so save that Great Merchant), then you can increase the food of each fillin city enough that even if its good tiles are taken away, it can run specialists and continue to support the economy.
5) The economy is strong in wartime as more cities can generate more hammers. It is particularly strong in the renaissance when a size 8 city means three free riflemen in store. With more cities to draft from you can draft more riflemen. And you don't care too much if the fillin cities are hurting a bit from overdrafting for a while. Also because you aren't having to but up against the happy cap to get lots of tiles worked you are less damaged by war weariness than a civ that concentrates a lot on a few big cities.
The downside would appear to be the maintenance right? But I don't think it needs to be.
Phase 1 - early game.
Get your capital and a couple of helper cities nearby working. The helper cities can work cottages for the capital while it is building wonders (good time to built the Great Lighthouse or do an Oracle jump for Theology), borrow its high food tiles and take some of the defense/settler building pressure from the capital. I like having a couple of helper cities for the capital because it is your most powerful city for a long time.
Phase 2 - land capture
After the initial cities are up and you want to expand to capture good city sites, proceed as normal except leave a little more space so you can fill in cities later. You will bypass some of the spaces you intend to fill in because you want to push your borders out and capture some good sites. At this point you are expanding much as you always do being careful not to overexpand before COL and currency help support your empire.
Phase 3 - fillin
Once you reach your natural borders with the AIs, its time to fillin. I do this as I am able to - continuing the same kind of expansion rate as before but doing it inside. Effectively its like continuing to expand your borders outwards if the AIs weren't there. So maintenance increases no faster than it normally does. In fact the fillins are closer so you pay a lot less maintenance than if you took that same number of cities off the AI.
At bureaucracy I find I can increase the rate of fillin quite a bit. Also the wonders coming online more helps. 50% is my rule of thumb - if I can keep the science slider above 50% I can afford another city. I needed to get used to the slider being lower than I am used to - but because more cities are online my total science output is still very high.
Phase 4 - march to victory
Usually once I have nationalism and rifling I can switch this empire onto a total war mode and draft a very large army quickly. Then its time to expand through conquest and we can take over our continent if its rifles vs longbows. Hopefully it will be because if you have as much land as the AI but are managing it more effectively your science rate should be higher.
Failing that and you can compete for a space race with as much land as the AI. In fact with denser packing I've competed with less land than the AI - filling in both Sids Sushi and Mining Inc made my densely packed land more than competitive. I'm usually taking 3-5 turns per tech in the space race and need to switch some of my commerce cities to production as I am raking in so much cash.
I've tried this on Monarch, Emperor and won my first game ever on Immortal using this approach. It suits financial leaders and cottage economy, but Industrious and Organized are both strong too. I have not tried with a specialist economy - one variation I've been thinking about is to run specialist cities off the food tiles and then fill in cottage cities around them.
So I'm all for racking and packing my cities in tighter...