Originally posted by Wanderer
Thanx. Looked at the map - interesting to note all seem to be 3 squares, then a diagonal of the line, except NANKING, which is 4 squares, no diagonal.
Reading your comments - wow, seems very warlike! What level is this game ? Obviously not a bulder game , as I understand it ...
Follow the link at the top of the page to go to the game index. There are pages for all the moves so far, and an explanation of the game settings. It is a deity AI game, with 2 human players (ERIKK and myself).
I was boxed in very tight, with lots of AI's around me. I was unable to expand quickly enough to fill the space, and if I had made the gaps 3, the AI would have build more cities close to me.
I paid the civ nearest ERIKK to go to war with him. I was going to have to go to war anyway, and it seemed the easiest way of putting pressure on ERIKK too. Unfortunately it backfired as ERIKK paid my 2 nearest civs to go to war with me, the very next turn, and I was unprepared.
I fought a war on 2 fronts, with only 3 cities, and every time I paid for peace, ERIKK paid them to go to war with me again.
If I ever get out of this (and I think I will), my future city expansion will be similar spaceing to what I have now, it is pretty much my favoured spacing.
What are your comments/thoughts about building stranded/far off cities in the hopes of "sealing" strategic areas ? Does it work, or is it counter-productive ?
I nearly replied to this earlier, but it is a very complex issue, with no right and wrong answers.
If the AI is friendly enough, normally still within the land-grabbing phase, then you can generally walk a settler wherever you want and found a city without probem. The questions you need to ask are:
1) Are there other civs nearby that can throw several units at me with little or no warning
2) Can I defend myself against a couple of offensive units
3) Am I going to
a) capture a resource near a coast OR
b) capture a resource where I can road to my other cities (
and ultimately fill in the gaps between with cities before the AI can) OR
c) fill a choke point completely with city radius
If 1) is true, reconsider straight away. If the civ declares war and decides to have your city, you will lose it. It may also be enough that you are near a resource to provoke a war.
If 2) is not true (because the AI has cav, and you only have pikes, for example) then consider not doing it. As a minimum, send several pike to defend it and discourage attackers.
If at least 1 of 3a, 3b or 3c is true, then you have a reason to do it in the first place. If 3a is true, rush-buy a harbour to connect to your other cities, the resource is well worth the money. If 3b is true, road to it asap, and also build a line of cities to it. Rush a temple in the city itself, it will help keep unwanted attantion away. If 3c is true, your 'blocking' is inneficient. Blocking is easily done with units on tiles, the AI can't force it's way through. With just your city radius to stop them, you will still get lots of trespassers. If you can road to the city though, you can effectivly block tiles that are in your radius, the benifit being that the AI can't come and build a city there and do the same, forcing you out.
There are many more factors, but for me the single most important questions are: What happens if the AI attacks, and can I back it up eventually with force if needed. Lone islands are often good for taking this way, but settling miles away from home next to the strongest AI is somewhat more doomed to failure.
On the corruption issue, all of this can be done on 1 shield, and often is. A new lux or strategic resouce is by far worth the effort.
HTH