Super Expansion Strategy: How to Build 100+ Cities by 10AD

JuicyCivNewbie

Greatest civ player ever!
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I wrote up all this for a thread in the general forums... but it's so long I think it deserves it's own thread. It outlines my basic super-fast expansion strategy, and might help some of you achieve the same kind of results some of the massive-expansion-with-ICS people achieve. The basic expansion idea was taken from the 'Expansionist Chariot Gambit with ICS Topping' thread by Aeson, which is a good read. I've just focused on the ICS part in this thread ;) Anyway, here goes:

Well... getting tons of cities is more difficult that it might first appear. It's not all about just building as many settlers as you can. Other factors like city positioning, when to not bother defending cities, where to build terrain improvements (and not to bother generally with city improvements BTW) all factor in.


Settings
The easiest setting to try this on is huge pangea, 60% water, but it works on all map settings. On this setting you can expand fastest though.

The General Goal
Basically, you need to time each city's production to be pumping out settlers as often as possible, whilst trying to fit in warriors/scouts to explore and to keep the cities out of disorder. You also want your settlers to be building cities on the same turn as they are built, or the turn after whenever possible. Later on you want to be producing chariots to upgrade to horsemen/knights/cavalry. If you can't get access to horses, that's still OK, and you can get iron instead, in which case you should build more warriors to upgrade, and then go capture some horses. But you need to get horses ASAP. And remember, highly corrupt cities will not be able to produce units, and should focus on settlers only, unless you have enough luxuries to do some pop-rushing (depending on the difficulty level you want one or two luxuries per pop rush, and you may pop rush every 20 turns, so for example a city with 4 luxuries on deity can pop rush twice in 20 turns, a city with 6 luxuries can pop rush 3 times on deity every 20 turns). Remember though, despotism is not so good that you should avoid switching to republic/monarchy for an extended period of time.


City placement
In despotism, each city should at least have two squares producing 2 food and 1 shield each (shielded grassland, irrigated plains, etc). The actual city site should be placed on poor food terrain such as jungles, hills, tundra, etc, because you automatically get 2 food and 1 shield for building on this land. If there is no poor food terrain then put the city on unshielded grassland if possible. Try to get bonus special squares like cattle and wheat used early on too, at least in your productive cities as this will help your expansion no end. Aim to expand in the 'sweetest' direction first. You can really hinder your expansion if you head off into a desert before filling up a nice patch of grassland with cattle. As for the city spacing, that varies with terrain, but generally you want cities early on to be close together. I have no problem spacing cities one space apart, and generally one or two spaced cities are what you aim for.

Workers
Balancing out worker production with settler production is a tough one. Ideally, you want to be producing as few workers as possible and buying as many as you can off of the AI. You need to get a feel as to the number of workers you need, and that is hard to show in writing. You need workers for several things, especially irrigating plains or mining grasslands. But what you really want your workers to be doing is building roads. Lots of roads. Build roads to hook up luxuries primarily. Build roads to hook up resources (you can sell off excess resources and luxuries for a big profit, but beware who you sell resources to). Build roads to speed up settler movement (road up potential new city sites so you can get your settlers there in one or two turns, although don't bother roading hills unless there are resources/luxuries there). Eventually, you will want all you productive cities to have mined grassland/irrigated plains with roads, but that can wait.

City Improvements
You don't want to build many city improvements in general, but there are a few exceptions. You may want to build barracks, especially if you are militaristic and want to engage in early war. You may want culture improvements if you want a cultural victory, and when you have enough units a temple here or there can prove helpful if you are a religious civ. You also may wish to start building improvements in cities which will eventually become production powerhouses (see late middle ages/industrial era). Make sure you don't build worthless improvements though, it is up to your own judgement as to weather an improvement will be worth it or not, or weather a settler, worker, or unit may be more beneficial to you.

The Late Middle Ages/Industrial Era
OK, all those small cities may be very powerful in the ancient age, but what about later in the game when units begin to cost a bomb? Well, initially you can solve that problem by saving up your cash and upgrading lots of your chariots/horsemen to knights/cavalry. But after that, you may find yourself in difficulty. One strategy I like for early industrial conquest, is to beeline for replaceable parts, and then nationalism. Get railroads everywhere, and mass-produce infantry/artillery. Go wartime mobilization too, to get golden age level unit production in all of your cities. This works very well if you can conquer the world or achieve a domination victory before tanks and other more advanced units become the standard. If you can't, or you want another victory type, then you can go for a more long-term strategy. First, select a few of the best placed cities in your productive core. Try to give each of them 21 squares each. Now, disband the surrounding cities by building workers and either add them to the productive cities or send them out to do terrain improvements elsewhere (you can also use the 'abandon city' option, but I don't like it as it wastes some population). Rush buy city improvements/disband military in the productive cities to develop them up. Use your discretion as to picking the improvements to build and in what order. You'll quickly be able to develop up big, productive cities useful for making expensive units, wonders, or spaceship parts!

Summary
Generally, using this strategy, you should be able to get 100 cities or more by 10 AD (I don't have any exact figures as I've only once played a huge pangea game up to that stage). Although this is only a small fraction of my game, it should give you a good idea as to how to get a huge number of cities by an early date, and how to super-expand. The more cities you get, the faster you can expand, and this is roughly the strategy used by all the huge expanders. Once you get used to it, the sky's the limit. Have fun!
 
So now you have 100 size 1 cities that are struggeling to build a barracks in 60 turns?

This technique is actually ALOT more powerful than it appears. Just read Aeson's article in the strategy articles forum.

Most of those cities do not need any improvements at all. With everything outside of your 'core' cities irrigated you have tons of specialists so you have so much money you can rush buy anything you need. Get Sun-Tzu's and you have barracks in every city. You build a bunch of chariots (very cheap) in between the production of settlers then upgrade them all when you get knights. BOOM you have 100+ knights to wipe everyone off the face of the planet.
 
100 knights vs. about every other civ on the planet without iron, is bad news for the AI. In my current game I have around 100 knights. Also had scouts sitting on all the iron in the world. Currently my knights are cruising through the Japanese, and soon Germany and Iroqious nation.

I didn't build 100 cities, more like 80-90. Most likely because I was squeezing alot of chariots in when I should have started settlers in those cities. Chariots are the best unit in the game!
 
Size one cities become size two in just 10 turns. Remember two cities in 10 turns can produce two additional population points, a big city will produce one in that time. So on the powergraph you are growing faster than the AI.

But, as the others mentioned, the real power of the strategy is the sheer number of units you can command and support. You don't even need barracks, you have so many units. Also, having lots of cities lets you quickly cover the land of your opponents with settlers, and lets you control plenty of luxuries and resources. All those cities are super powerful for pop rushing when you have enough luxuries, and then later on for mass-drafting. Specialists in the cities can provide you with lots of cash or science beakers too.

I also forgot, there are two wonders which work really well with this strategy which you want to get. One is Sun Tzus, as Bamspeedy mentioned, free barracks in every city is great, especially when you come to rushing units in newly captured cities. Pyramids are the other great wonder, no expiry date and double city growth equals one hell of a powerful empire.

Don't doubt the power of it until you actually try it :)
 
Can you smell War Academy? Juicy, you should email TF with this thing!
 
Even in the best of conditions, I generally can't get more than 40 to 50 productive cities. The rest are junk cities for conscription, military support, resources, and culture (libraries since I normally play scientific civs). Getting 100 cities by 10 AD seems a bit excessive. Why not wait a few more centuries before hitting that mark? Those cities really won't be doing anything useful during that time.
 
Ahh, but the pop rushing and unit production makes them worth it. They are also growing all the time, increasing your strength on the powergraph, and letting you really dominate the AIs (by this point on any difficulty level you should be able to demand techs and cash off of the AIs, or even take away their cities in negotiations, if you declare war whilst renegotiating the peace treaty). So you're not only strengthening yourself, you're weakening the AI. It's also good to get the cities in place early on too.

Of course, if you don't want so many cities, you can still use some parts of the strat to speed up your city building... even builder type players can use some of the concepts here.


Can you smell War Academy? Juicy, you should email TF with this thing!

Sounds good... if TF is up for putting it in War Academy I'd be happy to send it off. It could do with a couple extra additions though (eg how best to use those 'uselessly corrupt' cities, and which sections are relevant for builder type players etc).
 
What is your OCN set at during this time and how many other civs do you play with and at what level?
 
My settings are all set at the standard 1.21f values... OCN is set to standard value. For 100 cities the setting is pangea 60% land, huge map, deity, 8 civs (the minimum for the high score HOF :), less civs the better). The strategy works to out-expand the AI on other settings too, but of course you will find it much harder to get 100 cities on say, an archipelago map.
 
hi nice tatic I have always used it even on civ 2 (which I think is better than civ3) but I build about 300 cities and milions of workers on automate but then the turns take about 5 mins each even after I have changed the settings to only shoe my moves so the whole thing gats boring which is why I like civ2 better, do you get tis problem
 
So by the time your borders clash with the AI, are they still expanding, or have they stopped?
 
Well the AI tends to slow down expanding eventually (before your borders clash with them on a bigger map). I've heard it said that the AI slows down after the optimal city limit, which is likely the case. After that point you can begin to make a dent on the AI powergraph.

And I know the strategy can be annoying when you have hundreds of cities. But it is very powerful, and the outer cities don't really need so much micromanagement, besides, if you want to dominate the world without too many cities to handle, play on a smaller map ;)
 
To Juicycivnewbie

Excellent post JuicyCivNewbie, but would the following
be a fair assumption for the number of cities by 10AD

Aesons Map in HOF was (180*180) so if had roughly 100
cities that would equate to about 31 cities for a standard
map & 20 for a small map.

Given that a standard map is 31% smaller than the 1.17f
huge map and a small map is 20% smaller.

Would this be a good guideline to test if you are using
ISC correctly, given a reasonable starting position

Thanks for the posting it was an interesting read.

JFL_Dragon:goodjob:
 
Well, that is a good question :)

I don't have exact numbers for all the map sizes... I could post a few of my saves from games around 10AD where I used this strategy, and we could get a few good average numbers. Thing is, on say a deity level tiny pangea map, you won't be building as many cities as on a huge map, even proportionally, because you will need to conquer some land early on whereas a huge map often doesn't require military action until the early middle ages or late ancient age.

Anyway, I'll post a few saves. Haven't played a standard map game recently, but here's a small map game, 10AD, the Romans from the elite 1-2 torunament I have 28 cities. This was before I'd perfected the strategy I use now, but you get the general idea. The goal was conquest and at this point I'm gearing up for the invasion of England once I get chivalry and upgrade some units. I also got a bit lucky in this one getting a hut settler fairly early on, although it took a long time to move it to a decent spot:
 
And here's a tiny map game where I have about 30 cities (30 AD though), in the following turns I destroy the Aztecs to keep Tenochtitlan and fill the gaps with cities.. I also lose one or two cities to culture flips in this game, but eventually declare war on the Iroquois and cut them down to size when cavalry comes around:
 
Standard Map

This posting has helped me alot :) Mostly the placement of the cities. I got 33 cities at 10AD last night on a standard map (deity level), but thats more than enough. As there was alot of tundra
around, I decided it would be more beneficial to concentrated more on core development in this game

Thanks again for posting this :):)
 
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