You see why I posted the "palmface".
Because if I decide to actually respond, you get essays like this
Chuckiferd, this should help clarify.
Take only what you need.
I've divided my reasoning into sections
Each section is independent, and gives a slight spin on the same idea.
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The biggest assumption of "wide-spacing" is:
My cities are large
While perfect in theory, the game doesn't work out that way...
Planning for your cities to be size 15+ means:
- For the first 1/4th of the game, your cities are size 1-6
- For the second 1/4th of the game, your cities are size 7-12
That's a bad plan... in fact, it's a harmful plan...
Wide spacing is a risk that has late-game "pay-off".
But if you plan your game for the "late-game"... well... that's a harmful plan...
Because a lot of things happen in the early game...
The late game depends on the early game, not the other way around.
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Unfortunately for Civ3, there are so many downward pressures that keep your cities small
- Huge Despotic food penalties
- Happiness penalties
- Settlers and workers reduce population
- No aqueduct ?? No size 15 city
- No Hospital ?? No size 15 city
- Got both ?? Your city needs to grow... A LOT...
- Buildings in Civ3 are nearly worthless early game...
a) Their maintenance and shield cost are risks you need to take...
b) The dang payoff is so small (granaries in every city is not needed, temples hardly needed...)
- Only like your top 7 cities should even worry about buildings. The rest... they just will never "give payback"...
The end result is that
by using wide spacing:
- your empire is designed for a goal it will never reach.
- "Maximum productivity" is not possible
- "Maximum productivity" is actually hindered by the bad planning.
This is due to game design that restricts / limits the time it takes to get larger cities...
If your capitol started at size 20, then yes, wide spacing would be more efficient
But your captiol starts at size 1.
In fact, considering the list above, cities need to bend over backwards just to get above size 3...
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Optimal City Spacing (aka wide spacing) is
great if your cities are large.
But there are so many strings attached to getting to that point, that it is dramatically more efficient to plan around small cities.
This is what every single test has shown. Those tests were based on the actual game, not just in theory.
The reason CXXXXC sux is because all the cities in the test stay size 5 or less...
The game doesn't let you get larger cities...
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EDIT:
But I'm not trying to dis-credit you, so here's some info that supports your claim
I have looked at many "one city challenge" games. This is simple: You only build 1 city
I've heard a lot of people say something along the lines:
- If you only build one city, then for the first like 100 turns of the game
- you have an advantage over "expanding" civs cause of your huge city
Can anyone verify this? Can anyone explain why this happens??
I guess it's because there are fewer "strings attached" to your capitol...