Builder's Dream II - Intermediate Metro-Dreaming

agonistes

wants his subs under ice!
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[note: having lost this twice, I'm posting it in parts...]

I. Metro-Dreaming

Whether sculptor or conqueror, we have all had visions of a grand empire under our power, a vision of 60 or so metros under our absolute command.

But is that enough? Land area is where the demonstration of true power is at! And the city cap is our nemesis!

This article picks up where bamspeedy's original, Builder's Dream, left off. It assumes you are at least an intermediate kingdom carver. Where bam's article was concerned with minimizing corruption while building the largest cities possible, this article assumes you have moved beyond the trials of corruption, and want your empire to cover the greatest possible land area.

When our grand visions float past our mind's eye, the vast expanse which is our empire is not filled with size 4 cities. We hunger for metros! Well, as you've learned, getting a metro is fairly easy. Like a plant, just give it some water.

Now we just need some space for it to grow...

Unlike in bam's article, I'm going to stress that you do not want your cities close together. Of course, deity level is a bit different, but let's get to that later. For now, let's just start with the basics. Instead of cramming them together, we are going to follow the 7/9 rule.

II. The 7/9 Rule

Our borders are defined by the position of our cities juxtaposed with the position(s) of the other civs' cities. Since we are at least intermediate players, we are not concerned with opposing cities... we can just remove them - and, in fact, to maximize territory, we will have to.

How may squares away from the city square a border lies is defined by the culture in a city, and how many turns the culture has been churning away. Bam's article places the cities closer together to reduce corruption. Under the 7/9 rule, we place them 7 or 9 squares apart, and later 11, to maximize land area within time contraints.

Remember, where your boundary comes within one square of itself, it jumps that square. Thus, two cities 7 squares apart will form a straight line boundary and 'absorb' that one square of no-man's land.

At the beginning of the game, merely for the sake of convenience, I place my cities 7 squares apart. If you want a tighter grouping among the first few, or perhaps play on archipelagoes, you could place them 5 apart. One temple on chieftain and a city will quickly jump to two squares. Three comes quickly enough once you start building infrastructure.

Once your power center is established - those first few cities - you can move out to 9 squares. Don't worry about encroaching enemy cities. For now, just stick to the game plan. You can always destroy a city and rebuild it as you organize your late game empire, but its more efficient to start your cities in permanent spots.

In undesirable places, such as wide mountain ranges or broad marshes, you can spread the cities to 11 squares as filler. Nobody likes a doughnut hole in their mini-map.

Late game, when you are buying all of your city improvements, putting every city 11 squares apart is a must-do. Your only cities at 7/9 are your power base cities and secondary cities, as well as the few cities near your forbidden palace. Even at deity level, at this point you've done away with any archetype cities like defensive cities and trade cities, and are rapidly eating up real estate with 11 square metropolises. Settle them, irrigate them, and buff them with paid for improvements.

I tend to micromanage even with the city cap maxed out, but this isn't necessary. I *do* suggest keeping stables of 10-30 engineers spread out over your territory, for rapid land improvement and removing pollution.
 
III. Metro-Dreaming on Deity

Believe it or not, even for the intermediate player metro-dreaming on deity level is not so difficult. You just have to win the game first.

If you've played on deity successfully, you know that efficiency rules everything, from settling cities to where to move next when exploring. Every little thing counts! In such an environment, chaining yourself to the 7/9 is not the route to victory.

But you can still follow it.

As you are settling and expanding and conquering, keep the 7/9 rule in the corner of your vision. It doesn't matter if you have a temporary city between two keepers, or even three. It doesn't matter if you rebuild two dozen enemy cities during the course of a war on their original location just to keep the roads intact. Because once victory is in sight, once you have the world in the grasp of your hand, trust me on this, you will have amassed enough power to quickly reshape that world.

Thus, while the 7/9 rule should not dictate any of your moves on deity level (or SID... I always forget we have SID now), don't ignore it completely. If you do, you may find yourself moving forty cities one square to the right. I've done this...

IV Buying and Building

Its a good idea to remember that less than 20% of your cities are going to be effectively producing things. And cities that fall within that 20% have alot to support! So:
a) don't be afraid to destroy a city
b) build enough engineers to remove any pollution that appears in the turn that it appears, with enough left over to keep the city growth fast
c) buy as many cultural improvements as you can while still keeping a profit
d) buy for the low production cities first, and the larger cities over smaller ones

Well, I think that's it. Really not much to it I guess, but I hope I've saved some people some time by getting them past the 'look out for corruption' phase of metro-dreaming and into the 'expansionist' phase.

Any more tips, or questions, post them or e-mail them.
 
Hey why do I want to do this again, instead of just killing the other civs?
Also if you could post a Conquests 1.22 save showing off this metro business I'd appreciate it.
 
If your goal is merely winning the game, then you have no need to do this, and may have no desire. You certainly don't need even one metro to win the game. This sort of thing is for people who have sat down and said, 'okay, let's see how big I can make this puppy,' or 'nope, that road would look cooler if I planted a row of trees there.'

As for a save, I can probably dig one up, or just edit one into existence if I can't find one. I've never posted something like that to a forum, so have some patience. :eek:
 
Hey why do I want to do this again, instead of just killing the other civs?

:lol: Because you're dreaming of metros! I mean, that is kind of in the thread title, right?

Don't forget to lay down forests in all those vast tracts of unworked land in between the metros. Green is good.
 
Don't forget to lay down forests in all those vast tracts of unworked land in between the metros. Green is good.

Lol, PaperBeetle, I happened to see this while I was looking over my old posts (I couldn't recall what they said :( ).

You sooo get it! Civ ceases to become a game and becomes art! I actually rarely play deity anymore because it takes too long to get to a point where you can start manipulating. I'd rather just play warlord or so and start controlling events and terraforming with balance right from day one. I think it starts when you first say to yourself: "Man, what a great victory! But it would have been a little bit better if only 'this' had happened. Let's restart on the same map and try again."
:p

Any other Civ perfectionists out there? Anyone else who's been through the looking glass of Civ? If you have done something like: made a mod with the East India Trading company (or just general trading companies), and at the appropriate time launched a fleet of ships/settlers/workers just to colonize some god-forsaken region because it felt 'flaming epic', and restarted the game from scractch a dozen times because one little thing irritated you, than this is YOU!

Btw, *applause* for the unit builders out there. I used to love to design units with Civ II but don't have the tools to do it anymore. I'm currently using a half dozen, and I enjoy them all.
 
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